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  1. #21
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ZiraZ View Post
    That's actually a bigger problem than what most people think, you can double weave most jumps but you need very low ping and external help so the people capable of doing this can double dip on their advantage of having low ping already and then on double weaving jumps which helps the very busy damage up windows, so they just hurt the average player.
    I understand they don't want to make weaving cancel out a jump animation because it would look really bad and dumb but can they really not just give animations hierarchies so a lesser ability can't cancel out an "important" animation like a drg jump?
    We already have tons of abilities that look dumb when you're moving like the new Chaotic spring makes you hover in air for like 2 seconds and makes it look like your character is levitating so I doubt removing the jump locks would change much.
    Yeah, DRG is a lot of fun imo but it's a bit sad that the Jumps are what feels clunky since they're the coolest part and the niche.
    Dragon Sight is a pain in the ass too especially if you've got party members running all over the place.
    Would it really be too much to ask for it to be giant range?

    They increased the Earthly Star or whatever it's called on AST and made it massive, why does Dragon Sight have to be 12y?
    It's rly annoying when you're trying to pop it but then forces outside of your control ( party members ) move out of range.
    I really think DRG needs to get looked on outside of just mere buffs.

    Giving Dragon Sight a big range increase and making Jumps more responsive would go a huge way and make DRG feel less clunky.
    (4)

  2. #22
    Player
    Warlyx's Avatar
    Join Date
    May 2011
    Posts
    3,065
    Character
    Warlyx Arada
    World
    Moogle
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kahnom View Post
    I wish they remove dmg from spineshatter dive.
    This

    Put that dmg on stardiver
    (2)

  3. #23
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Or just give a forward Elusive Jump.
    RPR got two versions of theirs why can't DRG...?
    (1)

  4. #24
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    I will never understand how people equate individual abilities' potencies with "fun". As long as it all works in relation so the rotation makes sense and the overall damage isn't weirdly off-balance with other jobs it's who cares.
    But my Hyosho Ranryu crits...
    (0)

  5. #25
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    More generally, I'm inclined to think that it's good to have variety along multiple axes including the spikiness of the damage over the course of 1 or 2 minutes. I think it good to have a range between classes that spike hard and classes that have a smoother damage profile, and I think that it's good to have some classes with a single super-high-potency attack and some classes with flatter decent-potency attacks. This sort of variety allows people to find the playstyle that works for them while still making classes balanced.

    If DRG isn't your jam because it doesn't have the super-high-potency attack, maybe try classes that do and see if you'd prefer those.
    (0)

  6. #26
    Player
    foehnweisz's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Foehn Weisz
    World
    Exodus
    Main Class
    Dragoon Lv 90
    Dragoon's always been a oGCD class with the allure to do multiple attacks per global that all do damage. List them all out and compare to another job and the difference should be apparent.

    If you look at the graphs of our damage over just 3 minutes, there is still quite a range between the peak and valleys of bursts and downtime. The peaks of course are achieved with our 3 buffs + the 10 uses dmg oGCDs crammed into a 20 second window. Compare that to the few NIN and SAM gets, makes sense theirs can currently !! for ~40k (GCD) and ours ~20k (oGCD). Cherry on top is that ours is mostly AoE too, which is on par with SMN as top tier AoE damage dealers in dungeons atm.

    Ultimately its a tug-o-war between number of buttons versus strength of buttons. I think it would suck too if the nerfed other jumps to buff a specific one. Defeats the purpose of those other buttons being an attacks, instead of a buff on the next attack like SAM.

    Simply put, either 8+9+13... or 5 + buff + 25... Leaning one way or the other run the risk of diluting the flavor.
    (1)

  7. #27
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    I don't think anyone disagrees with that the last 2 posters said, we're not exactly looking for DRG to become a 1k potency spammer like SAM, but some abilities would benefit from having higher potency and other abilities would benefit from not existing anymore, does mirage dive need to exist? It's a 15 sec duration 200 potency attack you barely notice it exists, did we really need 2 charges of spineshatter dive? is life surge not extremely outdated now?
    Maybe some of these less impactful abilities potencies could be merged into stardiver? The job is already extremely busy 1 or 2 less abilities to weave during a damage window won't be missed too much.
    Maybe give DRG 2 eyes for the opener?
    Maybe allow stardiver to dual weave without breaking it's animation?
    (4)
    Last edited by ZiraZ; 01-04-2022 at 01:40 AM.

  8. #28
    Player
    foehnweisz's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Foehn Weisz
    World
    Exodus
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by ZiraZ View Post
    I don't think anyone disagrees with that the last 2 posters said, we're not exactly looking for DRG to become a 1k potency spammer like SAM, but some abilities would benefit from having higher potency and other abilities would benefit from not existing anymore, does mirage dive need to exist? It's a 15 sec duration 200 potency attack you barely notice it exists, did we really need 2 charges of spineshatter dive? is life surge not extremely outdated now?
    Maybe some of these less impactful abilities potencies could be merged into stardiver? The job is already extremely busy 1 or 2 less abilities to weave during a damage window won't be missed too much.
    Maybe give DRG 2 eyes for the opener?
    Maybe allow stardiver to dual weave without breaking it's animation?
    I agree that merging one, max two oGCDs wouldn't spoil much. I love the DRG because it's busy. 2x spineshatter (movement/dmg utility) isn't too uncommon, namely tanks, RDM etc.
    Life surge could be more interesting sure, but given how long Dragon Sight has existed with its controversy, I'm not sure if it will be priority.

    Opener with 2 eyes could be awesome, made a thread about it in fact. Long as it only stays in the opener and doesn't affect rest of the rotation due to LotD having 50% uptime as is.
    Automatically fixes the current blueballing of LotD till 2nd lance charge weirdness too.

    I think having locks on jumps is important to distinguish from the rest. Gets the animation to work, adds emphasis, generates memes. I don't want to feel like a BRD or most other jobs where everything is weavable and floaty.
    Wondered if stardiver could be like RPR's big nuke with short cast, but since DRGs rotation is pretty rigid might throw off our burst window. So it has to exist in this current psudo-oGCD state.

    'Course they could get creative, keep the unbreakable animation but let you move/vault off your spear after you jump with an added animation, but we all know that's just wishful thinking =p
    (3)

  9. #29
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Ngl I honestly like the current DRG at lv 90. The Jump Locks make it pretty unique, and honestly I'd say they feel better as they are as a result. The number of oGCDs make it feel really good when you want to continuously stab and hack away at the enemy, and the current system of building up reinforces that concept. After building momentum, you just stay at a higher state which can let you tap into more abilities to continuously overwhelm the enemy, which fits inline with the old DRG's power up state with Blood of the Dragoon going into life of the Dragoon. I figure Mirage Dive is used for the same purpose of building momentum, and Draconian Fire into Firstmind's Focus also uses the same concept.

    We might not have a very powerful skill to empty out our attack in one go, but it also makes leveling a lot smoother with access to oGCDs to continuously hit the enemy imo. Plus, it doesn't make DRG that much less fun unless you just have no oGCDs at all.
    (0)
    Last edited by AnotherPerson; 01-04-2022 at 10:49 AM.

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