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  1. #1
    Player
    Aco505's Avatar
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    Dec 2021
    Posts
    816
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Ruminous View Post
    Personally I would be happy if they reordered the combo actions for drg, or just did away with fang and claw and give us pentathrust instead. Part of my complaint with the system is despite it being longer strings than other roles, the last two hits are boring. Akin to punching someone hard in the face and knocking them down (Heavens' Thrust) then tickling them with silly little nonsense. (fang and claw into wheeling thrust, and vice versa).
    Actually, due to how often we use them, our positionals are at the top of our damaging attacks. Combined in a 10 GCD string, they amount for 1400 potency, which is a lot! I'd say they hit hard enough, plus they keep the rotation interesting despite it being fixed due to both positionals going one after the other, making us move all the time. DRG is just not a job that has big hits concentrated into specific buttons (and it's better that it stays that way imho to avoid relying on getting that specific attack to crit) because of our oGCDs: where a NIN uses a 1300 potency Hyosho, we use a Life Surged Heavens' Thrust with a Stardiver or Nastrond/Wyrmwind thrust double-weave.

    Quote Originally Posted by Ruminous View Post
    Dragonfire dive is boring as well. Make it do more than just be a button I have to remember to push every 2 minutes. Make it combo into another stardiver or something, or make the next stardiver a super stardiver (akin to the one Estinien uses in the EW intro video). Adjust potencies as needed. Otherwise, aside from its aesthetic, it suffers from the same things dream within a dream and hissatsu senei do. Just buttons you push when they're off CD for something pretty. I'd also propose giving dream/senei other functions so they're less forgettable as well, but that's for other threads.
    Absolutely! DFD should, at least, hit harder. It's a 120s cooldown, so it should either do that or provide us with something!

    In any case, I don't think it's bad for stuff like DFD, DWD and Senei to exist the way they are now. They add extra oomph to burst windows and the interaction is to fit them within buffs, which is a role in itself. I don't think it's bad for some cooldowns to just deal damage, as long as they're not an overwhelming majority, because if we start removing attacks with a cooldown that just deal damage then we will find that many jobs will feel skeletal. DRG only really has one of this, DFD, with SPD being similar in a way, but with a little bit of nuance due to the charges.

    Tuning DFD would make our oGCDs perfect in that regard, Dragon Sight notwithstanding.


    On another note, I have noticed in other threads that people have been commenting the JP community's feedback on SAM, NIN and other topics.

    Does anyone know what they say of DRG regarding the 6.1 patch and the 6.2 planned changes?
    (1)
    Last edited by Aco505; 04-16-2022 at 08:26 PM.

  2. #2
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    816
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    The 6.11 patch has added a grace period of 1 second before MD can be used to avoid the accidental double weaving.

    However, this causes problems now because the double weaving of HJ + MD is only achievable with low ping, mostly like it was before the 6.1 animation lock reduction, which renders it kinda void in this scenario.

    I have submitted a post in the bug forums in hopes that they will notice and do something about it (https://forum.square-enix.com/ffxiv/...58#post5928458).

    Quote Originally Posted by Aco505 View Post
    Does anyone know what they say of DRG regarding the 6.1 patch and the 6.2 planned changes?
    I'm still interested in this if anyone knows!

    Discussion about 6.2 and DRG has also happened on Reddit, in posts such as this one (https://www.reddit.com/r/ffxivdiscus..._about_62_drg/).

    Let's keep the feedback on DRG going in hopes that the job won't be stripped of its essence in 6.2, and that if they want to adjust it a lot, they should do so in 7.0 and with prior feedback from players to avoid what happened to SAM and NIN!
    (0)

  3. #3
    Player
    Ruminous's Avatar
    Join Date
    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Aco505 View Post
    Actually, due to how often we use them, our positionals are at the top of our damaging attacks. Combined in a 10 GCD string, they amount for 1400 potency, which is a lot! I'd say they hit hard enough, plus they keep the rotation interesting despite it being fixed due to both positionals going one after the other, making us move all the time. DRG is just not a job that has big hits concentrated into specific buttons (and it's better that it stays that way imho to avoid relying on getting that specific attack to crit) because of our oGCDs: where a NIN uses a 1300 potency Hyosho, we use a Life Surged Heavens' Thrust with a Stardiver or Nastrond/Wyrmwind thrust double-weave.
    My meaning is the ending strings for drg go from a hard punch to a light tickle. While the total potency of the entire string can be high, the fact that it hits a crescendo in the middle of the string is the problem. Fang and claw as an action, simply does not need to exist. It's just a sad excuse of a random action that was added in Heavensward alongside wheeling thrust, back when your 4th hit was a random finisher. I'd rather the 56 ability be a combo jump at the end of a string that hits for something. Reorder the potency a bit to make wheeling thrust hit harder in place of heavens' thrust...

    Ah, I'm just spewing out ideas. Fang and Claw/Wheeling Thrust to me were poorly thought out abilities since their inception, lance mastery's introduction in Stormblood just made the actions be a bit more useable...But doesn't make them good. As for dragonfire dive, I'd love to see it be a combo action with stardiver, turning it into heavens' dive or something if they're going to just leave it in. I'm just nitpicky about the 56/58 abilities and it was one of the things that really turned me off of the job as time went on.
    (2)

  4. #4
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
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    816
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Ruminous View Post
    My meaning is the ending strings for drg go from a hard punch to a light tickle. While the total potency of the entire string can be high, the fact that it hits a crescendo in the middle of the string is the problem.
    DRG's potencies are kinda low overall. Even our strongest attack is "low" if we compare it to other jobs' strongest attacks, but I personally find that a good thing. If your potencies are more average but you get a lot of them, you're less likely to get RNG screwed with crits and the like, which is something that many other jobs with 1000+ potencies suffer from.
    (0)

  5. #5
    Player
    LeonKeyh's Avatar
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    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Aco505 View Post
    DRG's potencies are kinda low overall. Even our strongest attack is "low" if we compare it to other jobs' strongest attacks, but I personally find that a good thing. If your potencies are more average but you get a lot of them, you're less likely to get RNG screwed with crits and the like, which is something that many other jobs with 1000+ potencies suffer from.
    Until they finish their campaign to autocrit anything higher than 1000 potency; Then DRG will be wanted in fewer groups for 2 reasons.
    (0)

  6. #6
    Player
    Ruminous's Avatar
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    Jul 2015
    Posts
    232
    Character
    Minerva Goldwinne
    World
    Siren
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Aco505 View Post
    DRG's potencies are kinda low overall. Even our strongest attack is "low" if we compare it to other jobs' strongest attacks, but I personally find that a good thing. If your potencies are more average but you get a lot of them, you're less likely to get RNG screwed with crits and the like, which is something that many other jobs with 1000+ potencies suffer from.
    If the overall potency of the string didn't change, that's fine. My thing is I don't like the string hitting its peak at the second/third hit then jumping off a cliff with the weaksauce Fang and Claw nonsense. So let's say, heavens' thrust did 360 potency and wheeling thrust at the end did 480 (or whatever the current potency of heavens' thrust is now, I forget if it's 460 or 480), then that's fine. When I am saying they should reorder the potencies of some attacks, that's what I mean, not frontload the potency into one GCD. Otherwise you hit samurai's problem of high potencies and crit (and that's a whole new can of worms that isn't a part of this thread.)

    Again, to reiterate, make the string build to the payoff, not pay it off in the middle then make the end lame.
    (0)