Honestly, all jobs are simple two combo rotations at this point, yet DRG is the most punishing of all of them. We have 4 positionals but in an 11 GCD rotation we have 6 of them. The only class worse than that is monk, however monks potency loses if they miss are much less severe. You miss a HT that's 45% potency reduction. You miss a WT or FC that's a 31% potency reduction. Most of monks potency reductions for missed positional are in the 20% range.
The other point that the OP fails to realize is the massive amt of oGCDs you have to line up just right so you aren't sitting on your LoTD.
Friends don't let friends Dragoon
Even with that in mind, the 'easiness' isn't due to the job or rotation itself*, but how much it is punished and how easily it can recover from mechanics and mistakes. Only secondly to that can you take into account the complexity of the rotation, and how distracting it ends up being or how much mental space it takes - that is a form of resource management, albeit not a very visible one.
*If the rotation is genuinely difficult, the job is badly designed as you end up fighting your own job rather than the boss.
As a Dragoon myself, I concur that the rotation is braindead easy.
It's a good thing it's pretty simple to flow through now that the muscle memory is kicking in. It lets me focus on the incoming mechanics of a boss fight rather than having to keep a constant eye on the binds.
That being said though, losing eyes while building up to LotD really sucks. Would like it if DRG got a buff do do more damage while in LotD or just extended LotD a finite number of times with Mirage Dive to make the mechanic a bit more rewarding. You're literally spending 60-80 seconds building stacks to gain 960 potency every 1:30 roughly.
If you compare how much potency you gain from a 3 Nastrond LotD (960) vs the 1:30ish time you are DPSing building LotD and then using it, it gets pretty close to 18,000 potency over that period of time. So you can gain a 5% increase for playing DRG right.
DPS logs check out about 4-6% of total damage is from Nastrond.
Give me back 30% Blood For Blood. XD
If anything they need to allow the DRG to keep their eyes in some way or form since if they can't get LotD off, that means their burst is either A) Delayed, or B) Lost due to timer running out.
I have a proposal however; and it's not tied to combo actions. Even with a 20s Blood of the Dragon, you can still lose your eyes in Susano. To stop things like this, perhaps Yoshi-P should consider letting the eyes be charges in a sense?
Every Jump grants a charge to your Job Gauge, and stays there. Mirage Dive will cost 1 Eye, while Life of the Dragon should cost 3. This would mean that every minute, DRG would be able to get off Life of the Dragon and match other Melee DPS in resource management. It would also make the job a tad more forgiving in terms of damage since I don't see many DRGs ever get the chance to Nastrond on a boss due to mechanics disabling them and making BotD fall off or death.


Caprica it kinda feels like you are missing the point. I mean if you want the difficulty coming from the combos themselves... I find that to be somewhat silly. Other melees' combo is literally a 3 button press. DRG is a 6, sometimes 7 button press but I am not here to discuss combo length since that does not necessarily contribute to difficulty.
Difficulty can be attained through different means. When I was leveling MNK my main difficulty was getting used to which skills had which positional (basically lack of muscle memory). With NIN was memorizing the mudras and maintaining all the debuffs / buffs. DRG was taking notice of the jump distance and animation locks. However all of these can be overcome with practice. These were my beginner woes.
In fact every difficulty aspect can be overcome with experience in this game.
Now lets talk about decision making (which is also a way of increasing difficulty):
MNK has to decide how they want to branch off their combos since each step of their combo has 2 attacks you can choose from (personally i found this to be easily overcome with practice)
NIN has to choose which combo to pick to maintain a debuff / buff going (I still struggle with this because I don't play NIN consistently enough)
DRG has to decide which off global cooldown to use so they are lined up with your normal rotation for maximum dps output, more so than the previous 2.
What I mean with this is: DRG's difficulty comes not from the rotation itself but mostly from its abilities (aka off global cooldown).
Disclaimer: I am talking about how they felt during HW since I have yet to get all 3 to 70, but I will eventually get there.
There is one thing you are correct which is about the how punishing it is when you mess up on DRG and I hope you come to realize that something being punished hard for messing up / dying / etc is also a form of difficulty, the same way boss mechanics are a form of difficulty. All clumped together they create different levels of difficulty, which also depends on your playstyle. Some people struggle with having lots of buttons to press. Others no so much and more often than not people seem to forget that just because you have a natural talent (your gameplay favors a certain style) others might struggle with what you find "easy". I would appreciate if you took the time to have into consideration that other people may not have the same knack you do for certain classes. Claiming that something is easy is and always will be your opinion and not a fact. Coming here and decide on behalf of the entire DRG community that DRG is easy and their damage should be stay as it is is... arrogant to say the least and obviously people get upset when people who don't seem to have experienced the class at end game to come here and say what they percieve to be bad things. The community in general agrees that DRG is not in an okay spot and its damage is NOT okay. That also comes from comparing DRG to other DPS classes and I'm not just talking about numbers. My 2 biggest gripes with DRG atm actually come from fiddling with SAM and reading NIN skills + watching my static's NIN play.
I hope after this essay you may reflect on your words and possibly try a bit harder to see different points of view. It doesn't necessarily need to change your opinion but at least give you some insight on other people's perspectives. Cheers.
2017/07/21 21:09; Schan が最後に編集
![]() |
![]() |
![]() |

引用して返信




