Page 1 of 5 1 2 3 ... LastLast
Results 1 to 10 of 43

Hybrid View

  1. #1
    Player
    astrabun's Avatar
    Join Date
    May 2021
    Location
    Limsa
    Posts
    24
    Character
    Saekeo Marx
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90

    Dragoon 6.2 Civil discussion thread

    To be clear this is a thread that's going to be for talking about dragoon but if you would allow it, I would like to say a few things to the "doomsayers" of the dragoon class.

    Look I understand that hearing "major rework" to dragoon a class that quite frankly IMO doesn't really need a full rework or any major changes is scary.

    I know that with the kaiten stuff people are scared I get it I really do, But for the love of god and all things holy please just lets wait for the changes to be presented to us first before we complain so they actually idk take us seriously?

    Who is gonna take someone seriously who just dogs on you before you even say what you're gonna do? No one. Lets come at this with a level head and think.

    they said that they would be giving us detailed reasonings for changes so at the very least they will be starting a dialog. So that's something to look forward to, They very clearly play this job every change they have made to dragoon has been great all of them have been QoL. Hell even the start of the expac was great yeah we were lower damage than most other melee but all of the stuff we got felt like natural additions to the rotation. So realistically most likely don't have much to worry about.

    As for some people talking about "look what they did to summoner" yeah they made that one really easy but that's not the only complete rework they did in endwalker. They did the monk rework and that rework was amazing.

    All that being said and (some of the things that clearly got under my skin out there lol) Lets talk about what this thread is for.

    I want this to be for a civil and productive conversation about dragoon for those who love the job like me, To achieve that we should express the things we love and want to stay on the job because praise for aspects that we really like is just as important as things we don't and explain why we love them, What things we really dislike and would actually like to see reworked, and of course what we want the class to be difficulty wise and class fantasy wise.

    Please keep all of the responses respectful and constructive and keep a level head.

    Thank you very much for taking the time to read all this and thank you very much for any responses you add. Love the game love you all lets actually have a nice discussion about our favorite bouncy spike ball class.
    (2)

  2. #2
    Player
    butchersblock's Avatar
    Join Date
    Apr 2022
    Posts
    150
    Character
    Jinn Goda
    World
    Twintania
    Main Class
    Marauder Lv 41
    I wish they took the player feedback seriously if anything.

    Oh, and the Monk rework being "amazing" is debatable
    (29)

  3. #3
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    303
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Quote Originally Posted by butchersblock View Post
    I wish they took the player feedback seriously if anything.

    Oh, and the Monk rework being "amazing" is debatable
    This is my metric for whether or not the Rework was a success. It’s currently one of the lowest ability count DPS jobs yet I see everywhere people calling it one of the hardest jobs to play. That’s a big dub in my book. We should pat the devs on the back when they add a job with skill expression like EW monk and admonish dumbing things down like 6.1 SAM
    (3)

  4. #4
    Player
    RyuuZero's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    462
    Character
    Ryu Kusanagi
    World
    Cerberus
    Main Class
    Samurai Lv 100
    I'd say the reason why they do those sweaping job changes is because they had huge success with Ninja in 5.2, if I right remember
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,784
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by RyuuZero View Post
    I'd say the reason why they do those sweaping job changes is because they had huge success with Ninja in 5.2, if I right remember
    In no small part because they took a job that was flagrantly undertuned, with Meisui typically being a damage loss, and buffed the hell out of it in the course of making it clunkier for low-ping players (apart, of course, from the TCJ change) and turning a combo (Shadow Fang) to a 60s CD.

    But I'm sure they'd praise their changes to (gutting of) its gameplay for the increase numbers no matter how large a given job's overall power may have changed...

    _______________


    On the broader topic:

    The good:
    • Umm, good audiovisual elements? Wyrmwind Thrust, for instance, looks and sounds pretty (though Chaotic Spring is a bit... odd, at best).
    • Generally... solid? I mean, it's been good enough that I level it first each time on my alt, and until ShB I'd cap it on this character too.

    Could be better:
    • I preferred when I actually had reason to make use of the bankability of CDs or secondary effects beyond just timing two charges of SS Dive to 2-minute raid buffs.
    • The combo buttons require 9 buttons to allow all of 2 (in sustained two-target situations, 3) decisions, AoE or ST. I'd actually like to see some reason for the separate buttons, especially the 7 ST GCDs, to exist separately.
    • Wyrmwind Thrust just feels like any other use-on-refresh (1.5-charge) CD, despite its being bankable for 2-4 GCDs. Little to no gameplay there because there's no longer anything to time it to outside of 2-minute raid buffs.
    • Dragon Sight... exists. Now that it provides no additional damage windows to self or ally, that's the best that can be said of it. The worst that can be said of it is, well, far less positive.
    (1)
    Last edited by Shurrikhan; 07-02-2022 at 02:00 PM.

  6. #6
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Amh_Wilzuun View Post
    This is my metric for whether or not the Rework was a success. It’s currently one of the lowest ability count DPS jobs yet I see everywhere people calling it one of the hardest jobs to play. That’s a big dub in my book. We should pat the devs on the back when they add a job with skill expression like EW monk and admonish dumbing things down like 6.1 SAM
    Skill count doesn't tell the whole story, MNK is very well-designed atm.
    I'd like something extra during downtime outside of burst phases but Optimal Drift and the way it interacts with the Beast Chakra is really well-designed and MNK is incredibly flexible.
    Probably my biggest issue with MNK outside of the obvious like Anatman is that I rly don't like Chakras being tied to RNG.


    Quote Originally Posted by butchersblock View Post
    I wish they took the player feedback seriously if anything.

    Oh, and the Monk rework being "amazing" is debatable
    How would you know this when you don't play MNK ( you haven't even started Pugilist )?

    I mean, every rework will be '' debatable '' whether it's good or not.
    Not everyone is going to like every rework.
    But I think that from a mechanical viewpoint MNK is well-designed and functional.
    When you understand how it plays then it flows together very nicely.

    Quote Originally Posted by CasterSvarog View Post
    Plus with a change like this, they could move that potency into Dragonfire dive, for having such a long cooldown, it’s only got a potency of 300. From there you could upgrade it into a visual closer to the pvp lb
    Making Jumps more powerful is definitely one of the things I wish for the most, I think Jumps feel too weak when they're meant to be the unique niche of DRG.
    With MNK they made the concept of a '' combo master '' a bit more of a reality, with DRG I hope they push the Jumps as the big thing where the big damage really comes from.
    (2)
    Last edited by Kolsykol; 07-02-2022 at 05:40 AM.

  7. #7
    Player
    CasterSvarog's Avatar
    Join Date
    Jul 2021
    Location
    Limsa Lominsa
    Posts
    80
    Character
    Kristina Svarog
    World
    Siren
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Kolsykol View Post
    Making Jumps more powerful is definitely one of the things I wish for the most, I think Jumps feel too weak when they're meant to be the unique niche of DRG.
    With MNK they made the concept of a '' combo master '' a bit more of a reality, with DRG I hope they push the Jumps as the big thing where the big damage really comes from.
    Taking a quick look on the job guide it’s odd that High Jump, available every 30 seconds has a potency of 400, but Spineshatter and Dragonfire at 60 and 120 seconds have 250 and 300 potency respectively, and even regular Jump has a potency of 320. That’s always been rather weird to me given how much of a big deal Dragonfire felt at level 50, but gets beaten by plain ol jump two levels later.
    (1)

  8. #8
    Player
    Naomishtola's Avatar
    Join Date
    Dec 2021
    Location
    Ishgard
    Posts
    40
    Character
    Naomi Vargulaine
    World
    Alpha
    Main Class
    Samurai Lv 100
    I am a Dragoon main, I hardly enjoy or play anything else. I love Dragoon to an insane degree. With that being said I'd also like to add my 2 cents here. I am not sure what "extensive" fixes Dragoon really needs. My main issues are everyone dragoon players issues... a change to battle litany. Problem simply is that Square Enix has "explained" some of their changes in the past... like Kaiten on samurai... removing it to battle the ongoing button bloat while stuff like 2 Shohas and 2 different 120s OGCDs exist with a tied CD. There were so many suggestions from the community on how to solve that issue without removing Kaiten and seemingly no one asked for it in the first place.

    This is where my main concern comes in... what do we change on Dragoon? Will SE remove jumps? Remove positionals? Make the rotation easier? As someone who greatly enjoys optimizing Dragoon, I can think of a few changes that would be cool... however given prievous experience with XIVs way of reworks... I am quite frankly not looking forward to it. Summoner rework was nice yes... but it had all its complexity thrown out of the window, Monk rework was also... successful... after the class was notorious for being changed every other patch. So for the love of Halone, I hope that square enix doesn't do anything stupid this time... anyways here is some stuff that I think would be cool for Dragoon


    Treat high jump as a projectile or gapcloser rather than a... not-gapcloser: Main issue is that its neither a gapcloser nor a ranged attack as you simply just go to the boss and then back... this savage tier I had to hold it in quite a few instances to avoid getting clipped by an attack which is annoying. So I hope that instead of being the weird thing it is right now, it becomes more reliable to use in encounters and in line with other dragoon ogcds


    Shorten stardivers animation lock or fix the netcode... just so people with bad ping dont clip... can still take up 2 weave windows as I think it just makes the ability feel much cooler.

    A personal or raidwide utility/defensive cooldown would be cool: Maybe we can replace dragonsight? Its not like its very unique after its lost its leash... other melees provide things that dragoon simply doesn't have... ninja has a shield, monk has mantra, reaper has a shield+raidwide regen... it would be cool for more DPS classes such as dragoon to have a bit more utility/defensive stuff


    2 charges for elusive jump: dodging mechanics with this feels super satisfying and having more of it wouldn't hurt dragoon.
    (5)

  9. #9
    Player
    astrabun's Avatar
    Join Date
    May 2021
    Location
    Limsa
    Posts
    24
    Character
    Saekeo Marx
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    Thank you for your response and for throwing ideas out there! Also yeah I'm in the same boat I don't really think it needs major changes either but its worth at least trying to have a discussion so we can say we gave them a civil response to this interesting news.
    (3)

  10. #10
    Player
    butchersblock's Avatar
    Join Date
    Apr 2022
    Posts
    150
    Character
    Jinn Goda
    World
    Twintania
    Main Class
    Marauder Lv 41
    Quote Originally Posted by Kolsykol View Post

    How would you know this when you don't play MNK ( you haven't even started Pugilist )?

    I mean, every rework will be '' debatable '' whether it's good or not.
    Not everyone is going to like every rework.
    But I think that from a mechanical viewpoint MNK is well-designed and functional.
    When you understand how it plays then it flows together very nicely.
    Who says I don't? I've maxed every melee job except Paladin and DRG. I will admit though that Monk was never very appealing to me, and the Endwalker rework didn't change that. By far my favorite iteration of it was during Stormblood, but Endwalker's is far superior to the rubbish we had towards late Shadowbringers especially.
    (0)

Page 1 of 5 1 2 3 ... LastLast