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  1. #1
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    859
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Shurrikhan View Post
    That too would be fixed by the aforementioned suggestion. By having the lead LotD-entering Geirskogul convert to a LotD-entering Nostrand that, via LotD, allows up to 2 more uses of Nostrand in the next 30 seconds (10s ICD retained), you'd drop out of LotD upon using the second (previously third) Nostrand, rather than only after 30 seconds, which then again allows you to queue Geirskogul that 30s after entering LotD, since it wouldn't be locked behind an unusable Nostrand key.
    Having LotD end right after the last NAS is literally Enshroud. We don't want to be RPR 2.0 with oGCDs, and doing so would make LotD less relevant since the ideal situation would be to make LotD interact more with other parts of our kit like our GCDs.

    Quote Originally Posted by Shurrikhan View Post
    That has more to do with Sprints and gathers (having not enough mobs in range of GSK for it to be worthwhile) than LotD windows. The LotD windows are determined by Mirage Dive, not HJ itself, and shuffling either among HJ and GSK by 0.6 seconds isn't going to give you more 60-second windows.
    No, it doesn't have to do with mobs being gathered. It has to do with the fact that it is HJ (and MD) the abilities that generate eyes, not GSK. It is very common for a pull to be almost dead by the time your HJ comes back on CD and getting an extra eye in this situation will likely guarantee extra LotD windows. This is why in content like dungeons you want to go this route, to ensure the maximum amount of Life windows possible, and this is also why it's done in DSR in order to squeeze more eyes and thus more Life windows or in P3S before adds for the exact same reason.

    Quote Originally Posted by Shurrikhan View Post
    There is, even there, no reason to hit a third Mirage Dive before entering LotD
    You don't use MD with 2 eyes up, you use LotD and then MD. Making HJ give the eye directly means that GSK must always come before HJ or we overcap eyes. If we, once again, take DSR into account, you come back from a mechanic and now you have 32s to deal damage... you want HJ to be your first attack to ensure you get that extra eye at the end of this phase. If GSK had to be used before, you'd lose one eye that you could've had. Thus making HJ give the eye directly and always force DRG to use GSK before HJ is removing job flexibility, even if full uptime scenarios can perfectly go GSK > HJ, but the game is not always composed of full uptime scenarios. Removing MD would be a huge mistake.

    Quote Originally Posted by Shurrikhan View Post
    Jump and MD, meanwhile, contribute more than double GSK's ST potency, so if you're going to maintain an alignment at cost of a skill not falling under raid buffs that weren't pushed back raid-wide, it will generally be GSK. Buffer death aside, that shouldn't happen regardless, but the way the skills work incentivize the most straightforward, repetitive, unnuanced option possible in virtually every case.
    Except very special cases (some DSR phases for example), they do not fall out of raid buffs, they're just used in different order.

    Quote Originally Posted by Shurrikhan View Post
    We can argue whether that's better overall, for the purpose of smoothness over depth, but DRG is rather unvaried and uncompromising now compared to, say, Stormblood.
    Forcing GSK > HJ all the time is removing variability from the job, and I know several people in the JP DRG forum asking them not to touch it because they prefer going HJ > GSK all the time regardless.

    Quote Originally Posted by Shurrikhan View Post
    Currently you get your first Wyrmwind after the 11th GCD, and then every 10 GCDs thereafter, overcapping per 5.

    With the given suggestion, you'd get your first Wyrmwind after the 6th GCD, and then every 10 GCDs thereafter, overcapping only per 10 GCDs.
    I don't think you have understood my suggestion: RT/DF do not give a scale on their own, they can only give a scale under the effect of Draconian Fire, just like Leaden Fist. Bootshine only crits with the Leaden Fist buff on. Nothing changes at all. It's the exact same thing but instead of having an initial TT with 230 potency, you have a RT with 280 potency. Nothing else changes. It's purely an aesthetic change because having a random single TT (or 2-3 if there's long downtime) over the course of a fight makes no sense.

    It should be a permanent upgrade. Which other job uses a weaponskill only once and never again in their rotation? I guess RPR's Harvest Moon, but that's a special attack reserved for specific moments, not a required thing. Blood Stalk does fall in the TT category I guess, but it doesn't look awful like TT.

    The opener would be:

    1. RT > 2. DE (LC + DS) > 3. CS (BL) > 4. WT (GSK + LS) > 5. FnC (HJ) - Draconian Fire granted here as usual - > 6. RT (DFD + MD) - one scale granted here - > 7. VT (SSD + LS) > 8. HT (SSD) > 9. FnC > 10. WT - Buffs fall off right after this GCD is performed, Draconian Fire granted here - > 11. RT (WWT) - second scale granted here.

    Scale generation is completely unchanged.

    Quote Originally Posted by Rika007 View Post
    I just do think it is important that one thing we need to recognize is that the dev team are not looking at this from just a stand point of RIGHT NOW. They are looking at the next 4-5 expansions of development. Yoshi-P stated they expect another 10 more years of this game. We can reasonably expect 3-5 new iterations of these jobs. DRG may feel perfect now, but will it when they add new stuff to it's rotation next expac? And more the expac after that? I don't think so, and I don't think players will be satisfied with just superficial animation changes for a decade.
    But no one is saying that they can't change the job. What the playerbase is suggesting is for them to ask for feedback before implementing the changes. For them to be open about it and to take our opinion and thoughts into account. And most importantly, for these changes to happen at the end or beginning of an expansion, not in the middle of one after having given us a new version of the job. Unless a job is broken and needs help, extensive changes should not happen when we've barely had a year to enjoy the new tools given to us in EW.
    (1)
    Last edited by Aco505; 07-03-2022 at 04:27 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aco505 View Post
    It has to do with the fact that it is HJ (and MD) the abilities that generate eyes, not GSK.
    I just noted the latter just a few sentences away from what you've quoted.

    And generating an extra Eye in those situations can do as much harm as good, as now your LotD would be desynced from Lance Charge (which you'd not have popped with that "pull almost dead").

    You don't use MD with 2 eyes up, you use LotD and then MD.
    What part of "there is no reason to hit MD before [entering an already-prepared] LotD" suggested otherwise? That was my point; HJ's timing vs. Geirskogul is inconsequential outside of the rarest of rare situations because you have 15s in which to dump HJpart2 (MD). MD therefore ends up just making the job that much easier, rather than actually giving any further opportunities for skill expression. It's a jiob built to hit things on CD, with core components now functioning only to make things easier to hit on CD.

    That wasn't quite the case before, and I therefore prefer that earlier form of the job. It wasn't a huge difference, but it was still, imo, a favorable one.
    I don't think you have understood my suggestion: RT/DF do not give a scale on their own
    Ahh, okay then.

    Sorry, got confused by the "just have Draconian Fire give us a scale when these weaponskills [antecedent: RT/DF] are used," followed by "it's probably better for scales to be granted by RT/DF." Describing what you intended as the "Leaden Fist treatment" was kind of confusing in that Leaden Fist is a simply "+100 potency on next <Weaponskill A>" procced by a separate weaponskill used at the same point in combo as the benefiting weaponskill, which is more like TT/RT, rather than WT>RT or FnC>RT.

    Except very special cases (some DSR phases for example), they do not fall out of raid buffs...
    Which, again, now requires no management. There's no value in holding MD unless your Geirskogul was already forcibly desynced, etc., etc. That seems to me comparatively lackluster compared to the likes of Stormblood DRG and its noticeably more, and more varied, damage windows. Again, not a huge difference; I merely brought it up as we'd been discussing what we liked before, like from now, and would like in future.

    _______________________

    But no one is saying that they can't change the job. What the playerbase is suggesting is for them to ask for feedback before implementing the changes. For them to be open about it and to take our opinion and thoughts into account. And most importantly, for these changes to happen at the end or beginning of an expansion, not in the middle of one after having given us a new version of the job. Unless a job is broken and needs help, extensive changes should not happen when we've barely had a year to enjoy the new tools given to us in EW.
    100% agreed.
    (0)
    Last edited by Shurrikhan; 07-03-2022 at 05:32 PM.

  3. #3
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    859
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Shurrikhan View Post
    And generating an extra Eye in those situations can do as much harm as good, as now your LotD would be desynced from Lance Charge (which you'd not have popped with that "pull almost dead").
    You can, most of the time, adjust to have at least one NAS and the STD under buffs and any kind of downtime should fix this anyway (for example between packs in a dungeon or after a boss is killed, since the cooldowns keep rolling). This kind of flexibility is only allowed by having MD, as otherwise it'd result in lost eyes.

    And in any case, in this game what matters the most is getting more uses out of attacks (except in Save the Queen areas with stacked damage increasing actions and Eureka with stuff like Double Edge), so getting additional LotD windows will almost always be better than putting it under buffs.

    A LotD under LC gives 134 extra potency from the two NAS and the STD (not counting Power Surge here, which would give an extra 1% due to multiplicative buff stuff). An extra LotD in an encounter is 1700 potency.

    Quote Originally Posted by Shurrikhan View Post
    What part of "there is no reason to hit MD before [entering an already-prepared] LotD" suggested otherwise? That was my point; HJ's timing vs. Geirskogul is inconsequential outside of the rarest of rare situations because you have 15s in which to dump HJpart2 (MD). MD therefore ends up just making the job that much easier, rather than actually giving any further opportunities for skill expression. It's a jiob built to hit things on CD, with core components now functioning only to make things easier to hit on CD.
    I think we're talking about different things here. I am not talking about pooling MD into buffs, holding it for long (side note, MD could last 20s for the rare occasions you might wanna do this) or something of the sort. I am talking about the fact that doing HJ > GSK can, in many cases, be the absolute difference between getting an extra eye and LotD window or not. It can be as small as 2 seconds of difference. In P3S, you have a tight window to execute this double life, or you lose the 2nd STD on the boss.

    Therefore, if they change HJ to make it give the eye directly (my initial worry), then they'd remove the flexibility that MD gives (so lower ceiling for nothing): it allows us to use HJ before GSK with two eyes already stored, which can easily result in more eyes throughout an encounter and thus more LotD.

    A poignant example is DSR, which I've mentioned already: due to the HJ and MD merge, we literally have to use HJ as our first action (before any GCD!), for example at the beginning of phase 2 with Thordan, to make sure we get two eyes before he goes away. Same thing happens if we reach such a phase with two eyes: we still want to use HJ first, but if HJ gave the eye, we'd overcap and wouldn't be able to get a 2nd eye at the end of this phase.

    Getting extra eyes by playing around encounter timings and downtime is one of the things that can increase DRG's damage by quite a lot. The job benefits greatly from this kind of optimization in a very similar way to NIN (mudras keep rolling while nothing's happening), because we can get extra eyes that will then fall under more buffs.

    Quote Originally Posted by Shurrikhan View Post
    Sorry, got confused by the "just have Draconian Fire give us a scale when these weaponskills [antecedent: RT/DF] are used," followed by "it's probably better for scales to be granted by RT/DF." Describing what you intended as the "Leaden Fist treatment" was kind of confusing in that Leaden Fist is a simply "+100 potency on next <Weaponskill A>" procced by a separate weaponskill used at the same point in combo as the benefiting weaponskill, which is more like TT/RT, rather than WT>RT or FnC>RT.
    The "followed by" was a different suggestion of me pondering, in a different post as a response to what you said to my initial one, a different situation in which the scales were directly granted by the 5th positional GCD if we had a maximum of three.

    In my initial message, I think it's clear that what I mean is for the weaponskills to be direct upgrades. The 2nd part of what I said that you quoted now ("followed by") happened after you had already misunderstood what I initially said in the first post.

    However, I did get mixed up with Leaden's Fist's effect: in my head it was what grants Bootshine the autocrit, but this doesn't really change the point. Leaden Fist's effect is only consumed by Bootshine, thus Draconian Fire should give an effect to be consumed only by RT/DF and in this way we can get rid of TT and DoS when their upgrades are learned, since they're barely used afterwards.
    (0)

  4. #4
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I’m just as worried as the next person about how many ways they could mess dragoon up, but let’s be optimistic. It could be the rework was delayed for technical reasons. The devs have seemed more aware of ping issues lately and it’s possible they tested dragoon at high ping. The changes could be centered around making the animation lock/ogcd delay on jumps and dives smoother and that’s giving them some trouble. Could also be one of the devs tested the ARR changes on dragoon and realized how boring dragoon is to level and decided to give it more of its kit (in some form) earlier. It is kinda weird that dragoon doesn’t get its full combos until 60 and doesn’t get life of the dragon until 70.
    (0)

  5. #5
    Player
    Vencio's Avatar
    Join Date
    Sep 2020
    Posts
    570
    Character
    Vencio Luirex
    World
    Faerie
    Main Class
    Paladin Lv 100
    I wish you all Dragoon players the best,

    Not sure what changes are yet to come that brought such concern & while I don’t play it’s job all I can say is try not to over stress it & go accordingly about your concerns.

    I wish you Dragoons the best
    (1)

  6. #6
    Player
    Rhym's Avatar
    Join Date
    Jun 2018
    Posts
    3
    Character
    Viola Zastava
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    "Wait to see what the changes are before complaining." But DRG doesn't really need changes right now? At most a couple QoL changes would be nice. But this is planned to be an extensive rework. DRG's gcds flow pretty nicely right now, and all of their ogcds have already been changed to be completely doubleweave-able with each other except for Stardiver. There are plenty of other jobs that require you to doubleweave extensively in order to maximize damage output so I don't see why this is an issue fundamentally with the job itself. If they think that that's an issue then they would have to be looking to change like 3/4ths of all the jobs in the game.
    (11)

  7. #7
    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 Rhym View Post
    "Wait to see what the changes are before complaining." But DRG doesn't really need changes right now? At most a couple QoL changes would be nice. But this is planned to be an extensive rework. DRG's gcds flow pretty nicely right now, and all of their ogcds have already been changed to be completely doubleweave-able with each other except for Stardiver. There are plenty of other jobs that require you to doubleweave extensively in order to maximize damage output so I don't see why this is an issue fundamentally with the job itself. If they think that that's an issue then they would have to be looking to change like 3/4ths of all the jobs in the game.
    I don't think that DRG needs a rework rly.
    But if they're going to get one then yeah I think we should wait and see what the changes actually are.
    Otherwise people are just getting riled up and angry about something they don't even know what it is yet and might even end up enjoying.

    It's another thing to discuss what you want to see and don't want to see.
    But just ranting about the worst case scenario as if you know for sure it's going to happen is kinda pointless and weird and quite a lot of people are engaging in that.
    If people are going to complain about it at least complain about something that is an actual thing and not just totally imagined and just wild speculation that is intentionally bad for the sake of being mad.

    It kinda feels like all nuance just constantly goes out the window because people want to have an excuse to rant and complain.
    (0)

  8. #8
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Quote Originally Posted by Kolsykol View Post
    But just ranting about the worst case scenario as if you know for sure it's going to happen is kinda pointless and weird and quite a lot of people are engaging in that.
    If people are going to complain about it at least complain about something that is an actual thing and not just totally imagined and just wild speculation that is intentionally bad for the sake of being mad.
    I find it rather understandable that people are concerned. Pretty much every single recent rework has ended up dramatically changing the job in question and alienated former players of that job.
    (11)

  9. #9
    Player
    Naomishtola's Avatar
    Join Date
    Dec 2021
    Location
    Ishgard
    Posts
    40
    Character
    Naomi Vargulaine
    World
    Alpha
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Rolder50 View Post
    I find it rather understandable that people are concerned. Pretty much every single recent rework has ended up dramatically changing the job in question and alienated former players of that job.
    Yeah that's my concern as well. With a lot of these reworks/changes the devs seem to pander towards 2 groups of people: people who actually enjoy and play the class... or people who don't like the class. A good example for this is summoner. Whether you love or hate the job is irrelevant, but it certainly is a far cry from what is was in Shadowbringers and lost all of its previous complexity and gameplay nuances (both good and bad) thus alienating the people who actually liked the class and just wanted to see the yank gone. I feel the same is true with samurai, the kaiten removal was simply an attempt at making the job easier and less punishing, but unlike summoner, it hasn't gotten any popularity with this change. I am not entirely sure if any dragoon main at all even asked for any change to the class aside from the obvious, when other classes seem to be needing that much more. I just don't wish to see dragoon dumbed down for the sole purpose of appealing to people who otherwise don't even touch the job, when there are 18 other classes to choose from. I hope this is not the route the devs want to take, especially since a big part of the community enjoys more challenging jobs such as black mage, however the devs do not seem to realize that.
    (2)

  10. #10
    Player
    xAFROx's Avatar
    Join Date
    Apr 2022
    Posts
    365
    Character
    Gin'ei Mikazuki
    World
    Mateus
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Curinteru View Post
    SE talked about button bloating and having too many oGCDs. However, we, main DRGs, don't want our job to change because we love it.

    Well, I have the perfect solution to both opinions:

    Just make Spineshatter do no damage and have 2 or 3 charges (they could even be shared with Elusive jump). BOOM! perfect DRG, we supress having to weave Spineshatter and we win some mobility without touching a job which is already (almost) perfect.

    What do you guys, think?
    I have question. I keep seeing everyone suggest removing the potency from spineshatter dive, but... what's spine shattering about that? It sounds like everyone just wants one less jump ability in favor of having a gap closer along with a disengage. Reaper has that, and samurai has that, monk doesn't, and technically dragoon doesn't... is that a request for homogenization or is that viewed as nuanced design?
    (0)

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