ContextI personally think that Dragoon is one of the Endwalker Jobs that is in a strong and comfortable place in terms of its overall, and core, design structure.
I think that Dragoon's overall system, GCD flow, animations, aesthetics, etc, are all appealing and intuitive, and that the fundamental gameplay system is satisfying to execute.
However, I also think that Dragoon is currently suffering from several logistical issues that make it unnecessarily hostile to player accessibility and comfort when attempting to use the Job at a high level of play.
These suggestions are based around a goal of simply trying to clean up and refine the rough edges that I think that Dragoon currently has, rather than attempting to drastically change the overall design or flow of the job, because I think that drastic, overhaul-type changes to Dragoon's job design are not necessary.
000 — Table of contents (for Ctrl+F jumping)
- 000 — Table of contents
- 111 — Dragon Sight functionality
- 111a — Discussion of issue
- 111b — Suggested improvements
- 222 — Elusive Jump functionality
- 222a — Discussion of issue
- 222b — Suggested improvements
- 333 — Reducing OGCD over-burdening
- 333a — Discussion of issue
- 333b — Suggested improvements
111 — Dragon Sight111a — Fundamental issues
(skip this if you don't care about reviewing the logistical problems with Dragon Sight usage)I personally think that "Dragon Sight" is one of the single most execrable actions in the entire game, and that its design demonstrates a fundamental lack of sensitivity to the needs of players' actual moment-to-moment gameplay.
To understand my hostility toward "Dragon Sight", please accept some basic premises about FFXIV gameplay:
- Performing well in FFXIV combat is fundamentally based on never allowing the GCD clock to stop spinning, if at all possible.
- For Dragoon, the GCD clock cannot keep spinning if the player currently has no enemy target selected to activate actions on.
- Auto-Attacks represent a significant portion of total combat damage for most Weapon-based Jobs.
- For weapon-based Jobs, not having an enemy target — for any period of time —increases the chance of losing Auto-Attacks during combat.
- Re-targeting a lost enemy target in FFXIV is often awkard, slow, and/or difficult, especially in crowded situations, due to FFXIV suffering from characteristic MMO issues with both click-targeting and tab-targeting.
- Therefore, for several reasons, it is undesirable for a Melee DPS player in FFXIV to willingly de-target the current enemy and switch to a friendly target during combat.
- The GCD clock also stops spinning if a player attempts to activate too many OGCD ("Ability") actions inside one GCD spin, or activates the OGCD keypresses too slowly.
- Dragoon has an immense number of OGCD actions that need to be activated in a precise and consistent manner, and near-mandatorily double-weaved, from start to finish of an encounter, in order to perform at full potential.
- Macros in FFXIV are implemented in a manner that borders on maliciousness, due to a misguided attempt at balancing. This means that Macros do not utilize the action queue, and thus Macros are clunky, awkward, and have a high chance of failing to activate when needed, unless aggressively spammed.
- This means that Macro'd actions have a higher chance of delaying the GCD spin or otherwise interfering with action-weaving, and this delay will occur during burst windows when Dragoon has no margin for allowing any delays in its OGCD sequence.
- Therefore, it is undesirable and detrimental to use Macros for OGCD actions.
With those premises about FFXIV gameplay established, hopefully (??? please...) it is clear why it is undesirable to give a Weapon-based Melee DPS Job a tool that requires de-targeting the enemy and targeting an ally during the most intense portion of said Job's burst cycle.
It seems to me like this should have been intuitive to the Job Design Team from the beginning, but somehow, it has apparently escaped their understanding for approximately 5 years.
That's okay — we don't make mistakes, just happy little accidents, right? So I would appreciate it if the Job Design Team would just finally get around to cleaning up the happy little accident that is called, "Dragon Sight".
Especially because, essentially, Dragon Sight was dragged out into the snows behind Ishgard in Patch 6.08, and had half of its limbs blown off with a sawed-off shotgun.
To recap the 6.08 Patch Notes about "Dragon Sight":...so, look, uhm. Dragon Sight is pretty much dead. It's bleeding out. It doesn't even have an animation any more. The entire concept is pretty much KO'd at this point.
- Range has been extended from 12y to 30y.
- Target party member is no longer required to remain within 12y in order to receive the effects of Left Eye.
- The channeling animation between the dragoon and their target has been removed.
But the Job Design Team has insisted on still forcing Dragoon to de-target the enemy and target an ally in order to activate "Dragon Sight", and therefore failed to address the most core and fundamental problem with this action, even while decapitating "Dragon Sight" conceptually in nearly ever other way.111b — Suggestions for resolving the remaining issues with Dragon Sight:
Proposal 1:Give Dragoon a "Dragon Partner" action similar to Dancer's "Closed Position".Proposal 2:
Then, similar to "Devilment", "Dragon Sight" always activates on the current "Dragon Partner".
Now, Dragoon does not need to manually target allies during the heat of combat in order to make "Dragon Sight" work.Convert "Dragon Sight" into a party-wide effect like "Battle Litany", that does not require a specific target.Proposal 3:
Maybe make a giant Nidhogg eyeball pop into existence above the battlefield and radiate out Dragon... energy fumes, or whatever.
Maybe change the effect to a party-wide damage buff, in order to copy Reaper's homework. (Although I have absolutely no idea how that would be balanced without nerfing other areas of Dragoon damage, given its already-solid numbers right now)Merge "Dragon Sight" into "Battle Litany".
They're both 2-minute CDs. They're both party buffs. Maybe just allow "Dragon Sight" and "Battle Litany" to perform a Fusion Attack and become, uh... "Dragon Litany". Or "Battle Sight".
You know, something like... "Increases own damage by 10%, and the critical hit rate of self and nearby party members by 10%".
Maybe throw in a 1% damage increase for the party or something, just to memorialize the loss of the 5% targeted ally damage boost. Everyone loves seeing a 1% increase to something, right?
222 — Elusive Jump222a — Summary of issues:I suspect that "Elusive Jump" is one of those problematic types of actions that makes well-practiced veteran players that know how to exploit it feel terribly clever, while being largely under-utilized chaff for the majority of the player base.
To clarify:The "intended", and seemingly-obvious, way to use Elusive Jump is to activate the action in order to dramatically leap backwards and escape danger.Why I think this functionality is problematic:
The "actually-useful" way to use Elusive Jump is often to instead perform some ridiculous contortions and convolutions with the FFXIV camera, mouse/control-stick, and character-facing, in order to force Elusive Jump to launch the player toward their intended target, rather than away from it.
It's simply unintuitive and awkward, first of all."But Spineshatter Dive!"
It's also user-unfriendly, because performing this trick wrong results in launching off in an unexpected or unintended direction, which has a high chance of being directly into horrible fire, or off the edge of a platform, or both.
The bizarre design is made even more obvious by how much more intuitive it is to use Reaper's movement tools, in which you just press "Hell's Ingress" and go directly to wherever you want to go.
This also lacks parity with all other Jobs' much more intuitively-usable movement tools, placing unusually more burden on the Dragoon to effect the same type of mobility.
Even just conceptually, I'm not really sure what, in the overall FF franchise, suggests that Dragoon should be characterized by spinning around and jumping backwards in order to travel... in general, FF franchise Dragoons tend to be aggressive and straight-forward individuals that jump directly toward their targets.I don't see "Spineshatter Dive" as being in the same action category, for several reasons:These factors make "Spineshatter Dive" essentially a part of the DPS rotation, and constrained in several ways in how it can be used for simple, free movement.
- Spineshatter Dive's prolonged cooldown.
- Spineshatter Dive's enemy target requirement.
- Spineshatter Dive's attached Damage potency, that is more desirable to reserve for damage-buff windows if at all possible.
Therefore, the awkward and counter-intuitive "Elusive Jump" becomes Dragoon's first-line movement solution, simply because it has a short CD, no target requirement, and no cost in DPS output to hold it indefinitely, and activate it whenever needed.
And so, Dragoon spends encounters comically launching itself backwards across the battlefield. Or dying trying. Or embarrassingly ending up at 45 degree angle from the intended destination.222b — Suggestions for making Elusive Jump more intuitive for players:Honestly, I don't think that this requires a high-concept solution. Just copy Reaper's homework.
Give Dragoon a new movement tool. Call it, ugh, I don't know... "Confrontational Pounce", I guess.
Confrontational Pounce:There. Now Dragoon players have a normalized, balanced, equitable way of launching forward that is intuitive and not reliant on weird camera tricks and "backwards aiming".
- No target requirement.
- Launches the Dragoon forward 15 yalms.
- 30s CD.
- Shares a cooldown with "Elusive Jump", which is not removed. Let me repeat that: Elusive Jump remains in the game.
And Dragoons can still backflip instead, if they want to.
333 — OGCD bloat reduction
333a —Fundamental problem
(skip this section if you don't need, want, and/or care about an explanation about how Dragoon is currently overflowing with OGCDs, and why thats becoming an issue)SE, developers, Job Team, Community Managers, Mr. Yoshida's secretary, whoever is possibly actually listening, PLEASE listen to this: FFXIV's OGCD bloat is completely out of control, and Endwalker Dragoon is currently one of the worst offenders.
The situation is so severe for Dragoon that the Job often almost-literally cannot fit all of its OGCD actions into its major buff windows, even while double-weaving inside every single GCD where it's possible without clipping.
Therefore, even a single delay, or having a bit too much latency, can result in consistently pushing large chunks of damage outside of Dragoon's buff windows — which is quite bad for any Job, but especially for Dragoon, which is fundamentally designed around pushing its damage into 60s spikes during its self-buff windows, that are coordinated with wider party buffs.
This problem has reached the point that players are now commonly and openly recommending utilizing 3rd-party latency- and animation-lock modifying tools as a first-line solution to playing Dragoon, simply because the job's OGCD burden is so over-loaded that it feels close to impossible to play the job to its full potential unless a player can reliably double-weave Jumps, or even just brazenly triple-weave OGCDs in general.
And this is only considering rotational damage OGCDs — this isn't even allowing for the possibility of needing to insert support actions like "True North", "Feint", "Second Wind", and so on, which makes the situation feel even more difficult.
All of this is not just ridiculous from a design and accessibility perspective for a game that was originally presented as a fairly mellow-paced, slow-GCD-based, console-friendly MMO, but it's also creating a problematic divide between PC players that can utilize these tools, and console players that, for the most part, cannot.
These sorts of factors are especially ironic because players that still attempt to follow the developers' rules, and only use FFXIV's internal tools, are still being punished with draconian measures like Macros not being allowed to queue, ostensibly in order to enforce parity between players.
In my opinion, something needs to be done to scale back the OGCD overload that Dragoon is currently burdened with, such that the Job can reasonably be played to its full potential without requiring ideal latency combined with 3rd-party tools to enable cramming a maximum number of OGCDs into buff windows.
Additionally, even setting such meta-level concerns aside, I think that Dragoon is becoming an exhausting chore to try to execute consistently during situations where too many OGCD actions are all becoming available in rapid succession.
I know that this is a tightrope walk — I think that it's not fun to have too few OGCD actions to press, since it can make rotations feel slow and "empty".
So what I'm hoping for is that Dragoon is scaled down enough to feel more comfortable to use again, while still keeping a reasonably-brisk pace to its buff windows... I think that's fun. But I also think that Dragoon needs to peel back its number of OGCDs, for example, to a place where Jumps can be comfortably single-woven again without displacing large chunks of damage from buff windows.
"Okay, we'll reduce the animation lock of Jumps further!"NO.
I mean, okay, fine, I guess... that's still a gain, so I'll take it, but... you're also missing the point.
As a primary concern, I don't think that FFXIV or Dragoon needs "faster OGCD locks". That's treating a symptom, rather than the core problem.
The problem is that shortening animation locks still doesn't change the ridiculous OGCD vomit that's afflicting Job design right now — it just makes it somewhat-less-pernicious to deal with.
And it will still leave players that have less-than-ideal latency or connections feeling like they cannot participate competitively, if they still can't manage to fit at least 2 OGCDs inside their GCD spins.
In my opinion, FFXIV just needs to take a deep breath, and start culling the amount of OGCDs that the Job Design Team is expecting players to use.
FFXIV is played in a design in which players mostly fill time in between narrow 15-20s personal or party buff windows, during which players attempt to unload as much of their damaging actions as possible.
The Job Design Team needs to come to terms with the fact that any OGCD actions that are given to players, will always be attempted to be crammed inside these narrow party buff windows.
Therefore, there's a tolerable upper limit on how many damaging OGCDs can be crammed inside any given Job's toolset before it begins to overflow — in terms of physical logistics, in terms of player comfort, in terms of accessibility... etc.333b — Ideas for how Dragoon could have its OGCD burden scaled back...Honestly, I'm just listing every random example that pops into my head right now, in order to make a point. There's probably many other good — or much better — ideas.Merge Dragon Sight and Battle Litany into one action.This would free up another weave space during burst windows.Convert "Mirage Dive" into a Trait, which makes the "Mirage Dive" effect automatically activate whenever "High Jump" is activated.This would compress away yet another separate action that needs to be crammed into burst windows.Remove "Dragonfire Dive" from the single-target rotation.One possibility is to merge "Spineshatter Dive" and "Dragonfire Dive" into one action.Alternatively, "Spineshatter Dive" and "Dragonfire Dive" could share a cooldown:
- 400 potency to target, 150 potency to all nearby targets, 2 charges, 60s CD.
- Or, 800 potency to target, 300 potency to all nearby targets, 1 charge, 120s CD.
- Reasoning: two uses of SSD @ 250 potency = 500 potency per 2 minutes + one use of DFD @ 300 potency per 2 minutes = 800 potency per two minutes, single target.
- Spineshatter Dive: 400 potency to one target, 2 charges, 60s CD
- Dragonfire Dive: 150 potency to target and all nearby targets, 2 charges, 60s CD
- Reasoning: One DFD per 2 minutes is 300 potency, so one DFD per 60s becomes 150 potency. Add +150 potency to SSD per minute to compensate for losing 300 potency per 2 minutes from removing DFD from ST rotation.
Automatically shoot the first "Nastrond" when entering "Life of the Dragon".Currently, Dragoon must double-tap "Geirskogul" when entering "Life of the Dragon": the first keypress activates "Geirskogul" and begins "Life of the Dragon", but "Geirskogul" then immediately becomes Nastrond, which then needs to be pressed again in order to actually begin using Nastronds."Life Surge" only affects "Heavens' Thrust".
This results in a peculiar, stuttering "double press" of "Geirskogul" when first entering "Life of the Dragon", and thus adds yet another OGCD burden to the rotation during burst windows.
If the "Geirskogul" that activates "Life of the Dragon" also automatically activated the first "Nastrond", then Dragoon would have one less OGCD activation to fit into burst windows.
In this design, the rhythm when entering "Life of the Dragon" would become:
- reach 2 Dragon Eyes
- activate Geirskogul
- Life of the Dragon activates automatically (from activating Geirskogul)
- Nastrond activates automatically (from activating Geirskogul)
- The Dragoon is now in Life of the Dragon status, with 30s remaining, and Nastrond's CD ticking down from 10s.
Currently, Dragoon has an awkward situation where it has so much OGCD overload that it can be difficult to sneak "Life Surge" activations in during buff windows.Alternatively: "Life Surge" enables the next "Heavens' Thrust" to be used at full potency regardless of current combo step, and without interrupting the current combo process.
Missing a split-second of opportunity to fit "Life Surge" in at the correct time is especially-problematic, because in addition to drifting the action, "Life Surge" also loses significant value if it is not activated before the precisely-correct GCD action, which thus even further narrows the windows in which "Life Surge" can be productively squeezed in.
If "Life Surge" was changed to only be consumed by "Heavens' Thrust", then Dragoon could safely activate "Life Surge" in a much broader window of opportunity (whenever there is a comfortable free weave space), and then continue with the GCD rotation and allow "Life Surge" to be consumed by the next naturally-occurring "Heavens' Thrust".This change to "Life Surge" would allow "Heavens' Thrust" to be freely-inserted at any point in the Dragoon rotation after activating "Life Surge".
This would help Dragoon to productively consume both charges of "Life Surge" in openers and reopeners, without having to resort to counterintuitive behaviors, such as deliberately using "Life Surge" on "Fang and Claw" or "Wheeling Thrust", just to try to prevent "Life Surge" charges from overflowing.