I honestly don't understand the DRG complaints, it is the only mechanic you have that requires thought during the rotation.
I honestly don't understand the DRG complaints, it is the only mechanic you have that requires thought during the rotation.
i dont know but i think DRG is just about perfect right now. it's been the DPS job i've used most up to this point and they put out big, consistent numbers and the job is fun to play. fang and claw and wheeling thrust make you pay attention and find the optimal direction to attack from. keeps the job fun and actively aware during battle when trying to maximize your dps. i like the random positional, it's 50/50, so it's one or the other and actually it's pretty easy.
See, but here's why everyone keeps saying that you want an easy mode. Your proposed changes would make everything even easier to upkeep than it already it. Does Blood of the Dragon fall off due to mechanics? Absolutely. But I have not once, outside of server lag, which only happens occasionally, had Blood of the Dragon drop due to something that wasn't a mistake of mine. A stun early on in the fight? Okay, I should have held BotD a little longer before using it. Minotaur in Fractal uses Disorienting Groan, or tornadoes in Neverreap? I should have held my Geirskogul and not used it the moment I had enough time to pop it safely. Oppressors jumping and I just refreshed BotD? I should have known they were going to jump, and reserved my use of the cooldown.Some people are fine with the changes? More power to em. but im growing tired of being met with 'you want easy mode' on this thread which IS NOT THE CASE. Clearly im wasting my time talking to people who just parrot the same stuff. 'easy mode' 'top damage' are the majority of what im seeing today so I take my leave.
The exception to all these? When you're learning the fight. Because then you don't know what's going to happen. But that's true of Black Mage as well, which got an equally, if not more strict, timer they have to deal with unless they want an even larger DPS loss than we get if we lose BotD.
Would I like to see a different effect for Wheeling Thrust and Fang and Claw? Maybe. Honestly, I enjoy it how it is, because it forces me to pay attention at least a little bit instead of going into complete braindead farm mode, because of the RNG, and while keeping the RNG, if they had different effects, that would be kind of ridiculous.
BotD is a strict buff to upkeep at times, yes. If we miss one GCD at the wrong time, we could very well lose the buff. But outside of when we're learning the fight, it's entirely our own fault. And if you want to have absolutely no downtime at all, even while learning the fight, I'm sorry, but I think you're playing the wrong genre.
DRG is fine, they already reduce the penalty for not hitting the right positional from 190 to just 90, what more could you possible want?
Let MNK get their 3% lol, it's not a big deal.
Timers! Timers everywhere!
Play Monk, watch your Timer.
Play BLM, watch your Timers.
Play DRG, watch your Timer.
Play Nin, (have not leveed mine yet so no comment)
I'm gonna quote this for emphasis, since similar crap is spewed in the BRD threads about WM.
WT/FC could be turned into 4th step combo finishes split between Chaos Thrust (comboing into Fang & Claw) and Full Thrust (comboing into wheeling thrust). DRG would thus becoming the only job with 4-step combos.
The other issue is that BotD is mechanically trying to mimic a resource bar of sorts (hence why using Geirskogul reduces the buff's duration). Ideally you could change BotD into a resource bar that floats over your TP bar when triggered that fills up as you perform actions, with the biggest gains being from WT and FC. Managing the bar would be dependent on dealing with the bar depleting over time as well as using Geirskogul. Maybe even give a bonus for maxing out the bar by it giving you some bonus (maybe once you cap the BotD bar it increases damage dealt by all actions but causes all actions performed to deplete the BotD bar until it hits 25%).
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
It's the same everywhere now. Hardly any class identity. Everyone has timers, everyone has dots, everyone gets a playstyle changing buff on the road from 50 - 60. All melee have positionals, all range lose their mobility, everyone gets owned by RNG to the point where it's not even occasionally fun. And that is what needs to be changed, nothing has got to become easier or less engaging, all of these problems can be solved by taking overwhelming complexity away while leaving real enjoyable depth in.
That is the challenge those who call themselves game designers face; they signed up for it, beyond doubt they failed to deliver with 3.0, they better make sure they do by 3.1.
Loldrg is already a hipster class with it being overplayed in the community and SE advertising it so much. Loldrg doesn't need to be easier it puts out big single target burst that's what it's good at. But monk should forever be the top single target dps as their dmg is far more consistent not reliant on burst. Loldrgs having to work a little bit to deal dps makes monks chuckle.![]()
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