As a DRG main, I'm concerned about these "huge sweeping changes" because the job does not need such. It should be treated as BLM, adding new QoL stuff that increases the skill ceiling and lowers the floor to make it appeal to both veterans and new players. I've seen a not-so-small amount of people arguing for this rework on the basis of how "old" the job feels. If BLM can stay fresh despite the fact that its core hasn't changed in several expansions, surely DRG can be so, too?
The job feels at its best in EW, it flows and it's smooth, but of course it can still be better, since it'd be good having more optimization options for veterans as well as being less punishing for newcomers.
Some of the points I'll make here were already mentioned in the different posts I've written in several threads such as the following, although I'll be adding or changing a few things here and there:
- https://forum.square-enix.com/ffxiv/...d-button-bloat
- https://forum.square-enix.com/ffxiv/...=1#post5885718
- https://forum.square-enix.com/ffxiv/...48#post5956248
- https://forum.square-enix.com/ffxiv/...ent-%286.11%29
Crit (anti)synergies
This problem would stop existing immediately if direct hit/crit chance buffs increased the damage of automatic (direct) crit attacks and behaved normally otherwise. Basically, if an attack has 100% chance to crit under the effect of, for example, Battle Litany (BL), it should deal 5% more damage. Numbers can always be adjusted if needed. With this, anti-synergies between jobs disappear since they all benefit from the buff in a relatively equal way.
See here for more details: https://forum.square-enix.com/ffxiv/...=1#post5880390.
Life Surge
It is often argued that LS should disappear because it gives nothing special to the DRG's toolkit. I think that despite its flaws, LS is one of the more interesting abilities of the job precisely because it's one of the few where you don't follow the "always press on cooldown" rule and due to its interaction with our GCDs. The issue with LS is that despite this, there's not much variation for it: you use it on a buffed Heaven's Thrust (HT) if possible, with Coerthan Torment (CoT) in AoE, and with a 5th positional GCD in 2-target scenarios or in single target very rarely.
If crits worked the way I explained above, 5th GCD positionals under BL and crit buffs would be more desirable to use LS on, since the extra 5% damage would give it an extra boost over an unbuffed HT. If LS could be used with other GCDs, it would be more appealing, but it's not a bad ability per se.
They could keep and/or they could remove it to give way to a new weaponskill in 7.0 with two charges a la Soul Slice/Sonic Break that dealt high damage and gave us a scale.
Wyrmwind Thrust
A great addition to our arsenal due to providing a new interaction between GCDs and oGCDs that is often overshadowed by the fact that we cannot store it for long. It's meant to be a flexible action, but it becomes a bit rigid when there's only a window of 5 GCDs to use it. We should have, at least, the ability to store three scales while keeping a cost of two to reduce the rigidity of the ability (skill floor) and allow it to be pooled to use under buffs (skill ceiling).
Buffs and buff windows
The core aspect of DRG in terms of its gameplay is the fact that it's an oGCD-focused job, and the only melee DPS to be this way. This means that the #1 rule for the job is to press everything exactly on cooldown, particularly Geirskogul (GSK) and High Jump (HJ), as otherwise our Life of the Dragon (LotD) windows start drifting out of our buffs.
One of the reasons this can be punishing is due to BL's duration. 15s is a tight window to fit all of our oGCDs, but it's mostly so because of the fact that we need to fit two Nastronds (NAS) under it, meaning that the first NAS must come out asap, reducing flexibility.
Allowing BL to last 20s for the DRG would help alleviate this problem. However, another perhaps-not-so-known problem is that the GSK action can't be queued when exiting LotD. Therefore, the action will inevitably drift slowly over time as we exit life windows, meaning that not even with a GCD speed of 2.5 will all our GSK be in the exact same place after some minutes into the fight. Hopefully, this will be addressed on its own if they fix the way actions are queued for everyone (see this post and thread https://forum.square-enix.com/ffxiv/...=1#post5955253).
On another note, all offensive buffs should have a radius of 20y, in the same way that BRD's are.
As for Lance Charge (LC) and Dragon Sight (DS), the removal of the tether made the latter lose most of its flavor. Either make DS a personal 15-20% 60s cooldown buff that is an upgrade to the former, or fix it: it shouldn't disappear on the DRG if the partner dies, it should buff pets, macros with DS should queue like normal oGCDs, etc. The first solution is better as it combined with a 20s Litany would give us more room for weaving and error while also saving up a button.
Life of the Dragon
LotD's rigidity stems from the fact that we must use everything on exact cooldown to avoid drifting. I find this a good thing because it's one of the core aspects of the jobs that needs to be mastered: learning to plan or know when you can or cannot use your abilities, especially jumps, so that you never have to delay them.
Mirage Dive (MD) should go back to being its own button. While the change was done with good intentions, it's created more problems than solutions: it's become too rigid in its use, as it's very tight to double weave with HJ, which can often cause the loss of an eye and thus an entire LotD window. Dragonsong's Reprise has proven this much with those 32~ second phases.
While it's true that in hypothetical full uptime scenarios, it's safe to use GSK > HJ, there's plenty of situations or encounters in which we want to go the HJ > GSK route. One thing is clear to me, MD can never be removed because taking it away and making HJ give the eye directly would remove all flexibility in regards to choosing when to enter a LotD window.
The only way I could see this happening was if GSK's cooldown was removed, but it could only be used with two eyes, thus giving us a button to enter LotD at will. If going with this route, GSK should always put us into LotD when cast: right now GSK needs to damage the target in order to enter LotD. And even then, it's not so uncommon to be in a situation in which we have two eyes and a MD proc ready to use. This change would mean overcapping and thus less flexibility.
Finally, players often mention that they'd like to be able to use LotD in the opener. I don't mind not having the ability to do so, because if we were allowed to start fights with LotD, we'd be nerfed or have our potencies adjusted. Having full resources in an opener (see P3S after adds, P4-2S if not resetting after P4-1 or basically any dungeon or alliance raid boss) gives us an enormous amount of oGCD potency (2120 to be precise) under all buffs except for the 3rd NAS. We deal 33% more damage during even minute bursts, which greatly boosts this damage.
I like being a job that thrives with full resources in these special cases. It feels really good to be able to unleash everything in such an (re)opener, so making it happen all the time would take some flavor out of it for me and would undoubtedly require balancing, which would also reduce its relevance.
GCDs and oGCDs
DRG needs more interaction between oGCDs and GCDs, both within and between each category.
A prime candidate for this is Dragonfire Dive (DFD). The ability feels good to use aesthetically, but its potency is too low for a 120s cooldown. Make it hit harder and/or give us resources or enable a new damaging action in 7.0 like Ikishoten or Bunshin do.
Entering LotD could for example buff our GCDs in different ways and/or change their animations.
The 5th positional GCD could be upgraded in 7.0 to have two versions just like HT and Chaotic Spring (CS). Let's say that Wheeling Thrust (WT) upgrades to Drachenlance and Fang and Claw (FnC) to Gnash and Lash when they're in the 5th position and that these actions gave us some kind of resource. We could even choose which one to use and they'd still exist on their normal form when they're in 4th position.
Job identity and "streamlining"
It is often said that DRG feels "old" because of its "outdated" fixed 5-GCD string combo and that it should be similar to jobs like SAM or RPR. However, do we want yet another job to have a 1-2-3 spam of some kind? What is wrong with DRG keeping its unique combo string as long as it was made more interesting?
DRG can be very hectic during even burst windows, but is otherwise fine APM-wise in odd minute windows and between bursts. There's always something to do, but it's not overwhelming. The hectic part happens every 120s and is not different than that of other jobs like NIN, DRK or GNB. I see no issue with this. If DRG is that busy, then shouldn't all busy jobs be changed? Definitely not. There's a job for everyone and DRG is more than fine being the way it is.
Turning Spineshatter Dive (SSD) into a non-damaging gapcloser with a cooldown of 30s while keeping Elusive Jump (EJ) could be a solution, sure, but I'd rather have the former get updated visuals and role in 7.0 than turning it into a situational (yet very useful) ability. If they went with this route, we'd only have 3 jumps and so I'd then ask for a 4th one in 7.0.
My preference would be for us to get a brand new gapcloser on a 30s cooldown to complement EJ.
With the animation lock changes, EJ feels great now and does the job it's supposed to. It needs either a lower cooldown or a 2nd charge though to make it better.
DRG is one of the few jobs whose all abilities work for both ST and AoE scenarios, with the main difference being the weaponskill string employed.
For the sake of job identity, please do not turn DFD into the AoE HJ/SSD. Don't banish abilities to be used solely in dungeons. This will create real button bloat problems in the future that plague other jobs now and will become apparent if they add new buttons in 7.0.
We're also the only melee without a defensive. Since DRG centers around dragon powers, we should get some kind of "hardened scales" trait that reduces all the damage we take by, let's say, 5% and heals us automatically after falling below a specific threshold or allows us to increase the reduction to 10-15% with a button.
Finally, the positional dancing that the job has gives it another layer of complexity for veteran players and allows the job to not feel stale between bursts, so in my opinion they shouldn't be removed. If anything, they could be a bit more flexible: allow us to choose which one to use first after HT/CS.
Miscellaneous things
Raiden Thrust (RT) and Draconian Fury (DF) are only used once in the whole fight unless there's disconnects that last for a certain amount of time. Make True Thrust and Doom Spike permanently upgrade to RT and DF when the appropriate trait is learned and just have Draconian Fire give us a scale when these weaponskills are used, in a similar way to MNK's Leaden Fist. This does not impact the job in any negative way and allows us to always use the pretty-looking attacks while also indirectly affecting content like Bozja in a positive way: Lost Assassination/Slash wouldn't break Draconian Fire.
Allow the blue glow of Blood of the Dragon to be active any time we have one or two eyes just like DRK's Darkside or WAR's Beast Gauge. Provide an option to hide for those who'd rather not see it.
Levelling experience
As it happens with several ARR and HW jobs, DRG needs an overhaul in the way actions are learned.
Our AoE weaponskills should be learned earlier: Doom Spike should be learned around level 20, and Sonic Thrust before 50.
GSK should be learned at level 50, and we should be able to enter a 20s LotD at 60 while having 30s a one at 70. This way, our core mechanics are learned earlier and the job would feel very similar to its level 90 state as early as HW.
TL; DR
Tune and polish the existing kit. Find new ways of making the job interesting. Build the new actions around the current ones and the job's identity. All jobs should have the BLM treatment. This doesn't mean there can't be changes, but something should not be changed from the upside down unless there were some serious issues with a particular job, and DRG is not in that state. If something must be removed, do so at the end of an expansion or at the beginning of one in order to give something back or otherwise the jobs feel skeletal.