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  1. #26
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    834
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by fulminating View Post
    Reducing the dragoon combo by two would mean you’d have to adjust the potency and duration of disembowel and chaos thrust. As it currently stands, dragoon has the smoothest rotation, adding unnecessary clunk to it would not help. Dragoon also has pretty solid levelling experience once you realise that from arr through stormblood the number of full thrusts relative to chaos thrusts reduces by one until parity.

    I don’t think jumps can be allowed to grant invulnerability and high damage in the current combat system, they’d just be immediately used to cheese mechanics. The closest you’re likely to get to a proper dragoon jump is the pvp limit break. In addition dragoons currently have most of their burst damage split across buffs and ogcds, not every job needs to be the same.

    Breath attacks could be fun, but I can’t see how they’d be done without channeling or the animation immediately being overwritten by the next button.
    Precisely! DRG is in a pretty smooth state right now. It can be improved, but the 5-step combo is unique and should be tuned instead of pruned considering this job is not button-bloated. One thing they could do is make the 5th combo positional to upgrade to a new improved attack in 7.0 that provides some kind of resource or mechanical element to manage.

    The issue with DRG leveling is mostly the point at which we learn some actions, though this is an overall problem many jobs share. We should learn Doom Spike early and Sonic Thrust before level 50 for a smoother AoE rotation in ARR content and beyond.

    People have been throwing these suggestions about making jumps like Sky Shatter, where we disappear and hit after a delay. This kind of thing is extremely hard to balance and we do not want to have super big attacks to then be worried about it critting or not like those jobs with super big potency actions. Having an attack like this would mean that buff windows become tighter, too, which at the same time would make the bursts feel "empty" if we're to be idle in the air for a set amount of seconds.

    DRG is the only oGCD-focused melee with a play style that makes it unique related to other jobs. I agree with you that this should be refined, tuned and expanded upon and not drastically changed, as it would remove its uniqueness imho.

    A breath or roar action could become active after we use Dragonfire Dive, since this action is a bit lacking right now for a 120s CD.
    (3)
    Last edited by Aco505; 06-21-2022 at 11:04 PM.