My last one was kinda long, kinda drained me.
Edit: “I’ll keep it short” *goes longer*
Then by that regard, why not just consolidate the two and give us room to slap a feint in? That way we get the charge of one and the strength, animation, and name, of another? It saves buttons (esp for controller players), and we already have a jump that does strengthen any time that Life is up. Also no, Jump doesn’t displace you and returns you to your original position and unlocks Mirage dive. It feels like you’re just being pedantic at this point because you just like the way the class plays. Which is fine, but you have to understand that just because something exists doesn’t mean it serves a purpose that actually adds to the job’s identity.
STD is tied to our gauge, happens once every minute, and is meant to be our hardest-hitting oGCD. DFD is a 120s cooldown meant to strengthen our 2-min windows. They are not the same even if they both do cleave damage, which is mostly relevant in dungeons.
It absolutely would not be a dead ability. There are a few situations where you need to his GSK to get a double LOTD phase for a burst which is why I don’t want the mirage dive change I see people tout. I just think having to hit one less button in the opener just hitting the same button twice during a weave could be fixed is all.
Until Tuesday we can’t say. As for the “low ping” I’ll just say that adds to my point of it being clunky and bad design.
I’d argue that most of RPR’s strict too, but in a different way. In an uptime way. But that’s beside the point. When it comes to difficulty it’s almost unanimously agreed that RPR’s rotation being loose AND tied to the GCD AND only having a handful of GCD skills with CS’s/tied to the gauge is exactly why it’s not hard.
I will admit I got a few things wrong there. Typing at work during a break didn’t allow me to do research because I was unable to notice that the job I was claiming was the weaker one was stronger. I still think Reaper’s ease-of-use is exactly why it will get more attention but I hold it. I also realize that my lack of playing DRG in a hot second due to being enamored with SAM suddenly (wow that timing was bad) shot me in the foot. It must have changed since I last played it.
You at least agree on the GCD but but… what do you mean you’d need 2 extra GCDs? I’m not saying to just add 2 seconds and not adjust potency I’m just saying extend the dot to make it easier to apply and feel more satisfying. I can’t be the only one who finds it unsatisfying to let something drop and apply it with a gap in-between.
You said something of the sort that made it sound like that from my interpretation. If that’s not how you meant it I am sorry. However, let’s address the elephant in this statement. The “slow GCD” comment. I just want to point out that except for Monk, SAM and Ninja don’t like SKS too much so they barely count as “fast” because technically they don’t want SKS (I speak more for SAM than NIN. Point is that I’d say they’re still slow GCD but NIN with an asterisk because of Mudras.) the reason they can be considered the same niche isn’t just armor like I keep saying. It’s a melee DPS that’s got unique movement animations with locks that are not dependent on cursor or enemy location. And while you may disagree, they both have a heavy emphasis on the GCD (RPR keeping it going to make sure you don’t lose an ounce of gauge, RPR because of the endless combo.) They both are slightly tankier than the other melees so don’t have damage reduction skills. And on top of all of that both have a party damage buff that’s often popped very early. (Both for different reasons). You have to keep in mind when I say their roles are the most similar I mostly mean because of armor and minor details because the melees are all extremely distinct and it is one of the best roles, IMO, because of that.