Quote Originally Posted by Mishrak View Post
One other issue that Dragon Sight has is that macroing it means it won’t queue like a normal ability. This makes it very challenging to double weave in busy burst windows. I’ve had many occurrences where mashing it repeatedly still doesn’t make it activate, and then when it does finally activate, stuff has gotten delayed or desync’d.

Because so many Savage mechanics occur at the 2 minute windows (e.g. Intemperance, Pinax, Act 2), adding a button that you have to mash more than normal makes those windows much more uncomfortable than they otherwise would be.

I don’t really know what the solution is as far as the ability, but I’m hopeful for a mechanical rework given that Square has already scrapped most of its identifying features in 6.08.
Absolutely! This is a thing about macros in general. I understand that they don't want GCDs to be queued or responsive with a macro, but they should be with (some) oGCDs at least. Using a <mo> macro while moving was so annoying and unreliable at times that I permanently switched to fixed number ones (e.g. <2>) but while better, it can still cause problems: they are too restrictive and you need several to account for player deaths.

This is why I've seen the "DNC partner" treatment solution to DS, but then they'd have to be careful with the DNC partner buff because what happens if your chosen player dies shortly before it's time to burst? Changing partners should then be something that you can do at will without incurring any kind of GCD or oGCD slot...

I don't know what's in store for the future for DS, though I'd say I miss the tether animation and wish they brought it back as an option at least. I just hope that if they cannot find anything creative or interesting about DS, that at least they fix its issues. It's too clunky an ability for how simple its effect is...