I’m not quoting all of it because I either agree or just see it as an “we can have a difference of opinion on that and that’s fine.”
It’s a jump that’s added in ARR, moves the character to the position of the edge of an enemy’s hit box, and does slightly less than jump and a lot less than High Jump. The only difference between the two is that DFD hits in an AOE, has a longer cs, and does 50 more potency (and now SSD has 2 stacks) but at least at one point SSD proced Mirage Dive. Now it is mechanically the same. Explain to me in detail how they are not mechanically.
[QUOTE=Aco505;5888839]We can't really compare DFD with Stardiver, when the latter is the capstone that Life grants us. [QUOTE]
We absolutely can from a damage, animation lock, and etc standpoint. I am not comparing them mechanically when I do because obviously mechanically they are different.
[QUOTE=Aco505;5888839] Since you've been using RPR as a reference, Stardiver would be like Communio and DFD like Plentiful Harvest.[QUOTE]
Given what you say later, that’s kinda weird you’d do that. But I’ll tackle that later. Also to save room, I don’t get your added damage bit, and the whole tangent on “well Geiskogul is redundant” when you blatantly ignore my point that it should swap to that when Life is charged meaning it kind of is depending on the situation. Having to hit it to start life is redundant when they could just give Nastrond extra damage and reduce the number of buttons pressed during bursts.
Therefore, giving DFD a role that is not simply the "AoE jump" would round out the DRG's kit quite well.
I’ve been playing DRG since ARR with a break in HW, because I didn’t like it in HW, but I thought a lot of jobs then were bloated and/or unwieldy. I will not disagree on you Saying that it’s OGCD focused but I will say that it does seem weird that for an OGCD focused job that you don’t have enough time between weaves to actually target a partner for your eye. You have tons of locks making certain windows impossible to use multiples of them? I also will still stress how you struggle to fit Feint into that rotation during certain windows making your job harder since that’s required as a melee.
Numbers considering, this is incorrect. Right now I place the same place as Reaper as I did on a clear for Dragoon amongst players in terms of percent of damage and was doing significantly more and only had to learn the double Communio burst which is very easy. The positionals are not set meaning True North management is near 0. And the only thing you really need to focus on is making sure you keep Gluttony on CD. And that’s the hardest thing. Well and figuring out how to recover out of a death but yeah. Dragoon you need to plan a very stiff and set in stone rotation with no wiggle room for holding things unless it will result in better damage later, which might I remind you I was a SMN player at one point and liked that but thought it could improve. And yet I did much better on RPR in terms of personal damage and damage accounted for in terms of buffs provided to the group. I put in far more effort constantly pressing buttons and managing to make sure I got two LOTD in burst phases and making sure the CD drift for my bursts was extremely minimal and making sure my eye macro went off correctly.
In short, for the amount of effort put in RPR does more damage even including the non-personal damage. Unless you can explain otherwise I fail to believe a job that easy putting out that much damage compared to a job far more full would not attract more and dissuade engrossed DRG players to play RPR.
And we wouldn’t be able to without it…? Also CS applies at the end of the GCD, and it’s more like 4-5 seconds before it’s time to reapply at a low SKS like we are supposed to have.
You say we can’t compare RPR to DRG when all I was comparing was effort to damage ratio and how they both fill the same role, that being the maiming melee. So by that same measure that people were wrong to say SMN wasn’t as good as RDM despite RDM and SMN being in the same place as DRG and RPR?