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  1. #11
    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 Kolsykol View Post
    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.

    How would you know this when you don't play MNK ( you haven't even started Pugilist )?
    On that note, I can say I tried monk recently. It's only at 80, but I don't really understand what I'm supposed to be doing now with the changes made. I like the idea of blitz because final fantasy 6 reference, but I had no problem with the job prior to ew, so it's just a hit jarring and I'm hesitant to level it despite already using SAM, so the gear is all present.

    A lot of that confusion on my part probably boils down to unfamiliarity, but even taking that out of the equation, it feels rather dull just repeating the normal combo for everything.

    Not sure if that really counts 'good' gameplay, imo
    (1)

  2. #12
    Player
    xAFROx's Avatar
    Join Date
    Apr 2022
    Posts
    365
    Character
    Gin'ei Mikazuki
    World
    Mateus
    Main Class
    Samurai Lv 90
    Not sure what kind of things I'd expect from DRG, honestly. Like SAM, it was in a fairly good place 5.5 and 6.0, so I'm not even sure why they want to do 'major reworks' if all it really needs currently is some minor tweaks here and there to improve QoL. But again, I'm not a DRG main.

    I main GNB and SAM and currently hurting that SAM was altered with a minor tweak that ended up having major implications for the rest of its kit.

    Uh.. Best of luck to the DRG mains who like their job.
    (3)

  3. #13
    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)

  4. #14
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,907
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    The 2 only things I can see changed about Dragoon is eye of the Dragon being reworked/removed and Spineshatter dive having its potency removed.
    The job is amazing and Shadowbringer fixed the biggest issues.

    It's among the most well designed job and it's been the case since a very long time, for multiple expansions in a row.

    Don't touch what works, especially when it works really, really well.
    (11)
    Last edited by CKNovel; 07-02-2022 at 06:37 AM.

  5. #15
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    Quote Originally Posted by astrabun View Post
    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.
    Look, it's simple. All the reworks they have done recently ruined the class for me. So I have absolutely no reason to believe that another rework will be any different.

    Furthermore, DRG is a class that is in a good spot right now. According to pretty much everybody who plays it, it flows really well, it's fun to play, and it performs well. At best you could see minor adjustments, but certainly not a rework.
    And when almost every other dps class is not enjoyable anymore for you, of course you get protective about the little left that still feels good to play. And when out of so many dps classes, o few are left that feel good, why not leave them alone?

    Despite heavily disliking the MNK rework, I know that as a class it was not in a good place, and while I dislike the direction the rework took, which for me just killed the class completely instead of making it better, I understand perfectly that there was a need to rework it. It's absolutely not the same for DRG. You know how they say, if something is not broken, don't fix it.
    (17)

  6. #16
    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)

  7. #17
    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)

  8. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,826
    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.

  9. #19
    Player
    astrabun's Avatar
    Join Date
    May 2021
    Location
    Limsa
    Posts
    24
    Character
    Saekeo Marx
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    Thank you very much for you're response!
    (0)

  10. #20
    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)

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