
Originally Posted by
Carighan
Hrm, I'll be honest Aco, I feel "this job has complex oGCD weaving" is a kinda of "fake difficulty". oGCD weaving is a symptom of an underlying battle system issue (namely the inability to provide a fast or at least complex GCD-based combat system due to server and tick limitations), and should be resolved at that level.
Just "stuffing" jobs with oGCDs to squeeze in just pretends for something as simply as press-left-combo-5-times-press-right-combo-5-times (which Dragoon IS) is more than that. And since oGCDs are a wash for a DPS job (they deal damage), their usage is entirely automated and "rote", to the point where the only check is whether you as a player can mechanically, physically do this specific sequence for 8-14 minutes without drifting from it and - usually much tougher with melee DPS jobs - without falling asleep.
Now of course, fixing this without being able to touch the underlying server/tick issue is... tricky. But at the very least variable CDs, procs and non-linear sequencing can be brought in to break up the staticky nature of combat flow, which in turn would enable many tools in many jobs kits to actually be situationally relevant as you cannot know before the fight even starts when to press which gapcloser and when not to.
With DRG in particular, I'd retool the job around jumping and extremely high potency attacks that fire slowly and with significant airtime that makes you immune while you're airborne (even from friendly effects!). Drop virtually all oGCDs, instead have a proc-based interdependence where jumps disable certain GCDs, so you need to go through jumps in a sequence to use all fillers in between, but each filler gives semi-random CD reductions to the CD-based jumps. Can't plan out a battle sequence, need to react to what you got available for the "next set" between jumps.
Keeps a reactive style (as when fighting a huge enemy like a dragon), strong jump focus, for bonus lore enable two stackable dragon eyes that you can spend to highlight whihc buttons will enable next jump on your hotbar for pre-plannability. Eyes are gained from... unsure about that yet.
In any case I don't think I'd rework the current implementation, I see very little worth salvaging in it.