For a long time, Piercing Talon has been widely regarded as a useless skill with DRG, especially in the Savage Raid scene. This tier has proved to be challenging for melee, and even with forced down time, Piercing Talon still feels really bad to use. Let's compare.
SAM: 3 GCD combo
-Has the ability to Enhance Enpi with their back step, increase Enpi potency
-Enpi naturally gives Kenki as a DPS resource
NIN: 3 GCD combo
-Throwing Daggers naturally gives Ninki as a DPS resource
-3 Ninjitsu can be used at 15 yalms minimum for single target with high damage potency
MNK: 3 GCD combo
-Meditate allows gathering Chakra stacks that can convert to DPS
-Can maintain GL with Form Shift and Position their rotation on a stance they want to be in
DRG: 5 GCD combo
-Piercing Talon gains nothing
It is better to do a Doom Spike combo as Doom Spike (170) itself has a higher potency than Piercing Talon (150), and the combo refreshes Dragon Blood. The only thing Piercing Talon has is that it's range is 5 yalms longer than Doom Spike.
The other melees have a 3 GCD combo, therefore they can plan out when to start using their range abilities a bit easier. Because DRG has a 5 GCD combo AND Raiden Thrust naturally encourages to keep the combo rolling, it feels really bad to interrupt your long 5 GCD combo with Piercing Talon. You don't want to lose those high potency attacks and drop or potentially lose Raiden Thrust either. Interrupting a 5 GCD combo feels way more punishing than interrupting a 3 GCD combo.
What Do We Do With Piercing Talon?
-Get rid of this ability and switch in a useful ability
In the past devs have worked on getting rid of abilities with little to no use, or reworking abilities to have a viable use in the rotation. This ability desperately needs that. BUT if you plan to keep Piercing Talon then...
-Rework Piercing Talong
--Make this skill NOT interrupt combos. For a job that has the most GCD combos I don't think this is asking too much, especially when it has such a low potency
-Increase the potency or something to make it worth it. Doom Spike combo is way better when forced to move out of range, so there is no point in choosing a lower potency attack. The increased potency would have to be a value that surpasses using the whole Doom Spike combo over those 3 GCDs
-Maybe give DRG a ranged combo ability??? This would keep in theme with DRG having the longest combo or something. Not a fan of this idea myself.
-When using Piercing Talon, give it some form of DPS return. The other melee jobs gain some form of DPS return when forced to use their range attack. SAM gets kinki, NIN gets ninki, MNK gets chakra stacks, keeps GL, and they can place their combo where they want it. Why doesn't DRG get any return?
---And before you suggest "Piercing Talon should refresh Dragon Blood" that feels like a slap in the face. It's -really- easy to maintain Dragon Blood in SHB -and- one can just tap Dragon Blood again to refresh it back up to 30 seconds.
---Adding a Dragon Eye or Mirage Dive would mess up the alignment of how DRGs want to use their Dragon Life with their buffs.
I don't have all the answers, but I am begging the dev team to try and find a solution for this skill.
-It feels really bad to use (breaks your long string of combos)
-It has a lower potency than the Doom Spike combo