I share the sentiment on DRG not needing a full rework. A partial rework would be fine. Though I suspect they're going to want to combine Chaotic Spring and Wheeling Thrust into a single move, as well as Heavens' Thrust and Fang and Claw into a single move.
Why this suspicion, out of curiosity? Until Shadowbringers, DRG's combo was increasing by 1 step per expansion.
Why do you think they'd suddenly go back on that now, when they seem to have no interest in rotational nuance by which to make use of shorter combos, anyways?
They can combine the button without combining the skill, that way you can keep the more complex rotation but just have less bindings which is the main goal.Why this suspicion, out of curiosity? Until Shadowbringers, DRG's combo was increasing by 1 step per expansion.
Why do you think they'd suddenly go back on that now, when they seem to have no interest in rotational nuance by which to make use of shorter combos, anyways?
Okay, but... That is true for all combos and combo buttons. Combo buttons in general require the greater number among combo leads and combo finishers to maintain complete control over them.
There are only 3 remotely viable combo actions: start, continue, and swap. In practice, or without accounting for very unlikely mistakes, there are only two competitive options: start and continue.
DRG can therefore have virtually all of its combo-related depth with just three buttons:With that, the only affordance you lose is the ability to reset your AoE combo, for which there has never been a use case.
- True - Vorpal - Full - Fang - Wheel
- True - Bowel - Chaos - Wheel - Fang
- Doom - Sonic - Tempest
Moreover, if you were to consolidate WT and F&C, you'd generally do that to/with each other, as they're not available anyways until that point and only in sequential use.
SAM and MNK single target combo is composed of 6 actions. Why does an extra button bother you on a job that has a fixed rotation?Having 7 individual buttons on your melee rotation is pretty stupid let's be honest, I don't mind that it's 7 skills and 7 presses but spreading it across 7 buttons is asinine low QOL and bad UI design. They just need to compress the skills a bit into like 7 skills on 3-4 buttons while still keeping that 2-path cycle style of flow. The rest is fine (although I wouldn't cry if Life Surge went walkabout, it's not Kaiten, its not identity defining, its just a random extra button).
The complexity of DRG's rotation lies in oGCD management and keeping stuff on cooldown. If you make the GCDs more complex, they'll probably reduce oGCD complexity (whether that complexity is enough or not is another debate).
DRG is also the most positional-intensive job with 50% of the GCDs being positionals. This would change if the combo string was reduced, and the positional dance is fun to do, even if it could be a bit better (see below), as it keeps the flow and makes the job not be boring between bursts.
I'd rather keep them separate but allow you to choose which one to use first after Chaotic Spring and Heavens' Thrust to help with positionals (and to hopefully do the same if the 5th hit became upgraded in 7.0...).
As long as we're keeping them all separate buttons, this seems by far the best course of action. Still positional-heavy, but with more agency. Heck yeah.
Food for thought, on the subject of GCD-to-GCD or oGCD-to-GCD interaction:
One of the earlier HW suggestions I'd see floating around was to have Fang and Claw and Wheeling Thrust procs no longer be cancelled by combos. One of the affordances of that was each could take on more dynamic effects, such as buffing a following skill or having some further effect based on the last, or even just, say, spreading the effect of Chaos Thrust to nearby enemies (such that you didn't have to hit CT just before the adds spawned to immediately spread it).
:: Imagine for instance, Disembowel->Fang & Claw increasing potency you deal to that target by a further flat potency per attack, Chaos Thrust->Fang and Claw duplicating the attack at 50% initial potency and 50% duration to another target, and Wheeling Thrust the remaining duration of your status effects on target to have them instead tick instantly and spread to nearby enemies at reduced potency, etc., etc.
Similarly, an idea I played around with from back when NIN was introduced was to change Jump itself into a skill that just launches you up into the air, becoming untargetable and becoming immune to non-raidwide attacks for up to the end of the next GCD, with Jump then enhancing your following weaponskill (be that in various ways or via simply a %damage buff --in which case you'd basically just use it on FT or CT, depending on whether it can only aid initial damage).
Last edited by Shurrikhan; 07-16-2022 at 09:49 PM.
Well done completely misreading my post I guess? I never said change the combo, just how many buttons are required to use the combo. It matters because it makes for less RSI with idiotic key bindings, you can keep all the skills and all the combos but with just less buttons. They want to keep button bloat down because it makes controller and keyboard usage difficult.SAM and MNK single target combo is composed of 6 actions. Why does an extra button bother you on a job that has a fixed rotation?
The complexity of DRG's rotation lies in oGCD management and keeping stuff on cooldown. If you make the GCDs more complex, they'll probably reduce oGCD complexity (whether that complexity is enough or not is another debate).
DRG is also the most positional-intensive job with 50% of the GCDs being positionals. This would change if the combo string was reduced, and the positional dance is fun to do, even if it could be a bit better (see below), as it keeps the flow and makes the job not be boring between bursts.
I'd rather keep them separate but allow you to choose which one to use first after Chaotic Spring and Heavens' Thrust to help with positionals (and to hopefully do the same if the 5th hit became upgraded in 7.0...).
DRG does not suffer from button bloat because it's actually one the jobs with the least amount of actions needing to be bound in the hotbars. There's several controller users in this thread saying that they've never had an issue with it. As a keyboard player, I don't find myself out of buttons with DRG at all. Tanks and healers present more problems because of their targeted utility in addition to their damage actions and cooldowns.Well done completely misreading my post I guess? I never said change the combo, just how many buttons are required to use the combo. It matters because it makes for less RSI with idiotic key bindings, you can keep all the skills and all the combos but with just less buttons. They want to keep button bloat down because it makes controller and keyboard usage difficult.
I don't mean pressing the buttons twice for those moves. I mean flatout removing/upgrading one of the moves from the game and having the other serve in its place for Raiden Thrust, such as having the move upgraded from Fang and Claw to Heavens' Thrust. Meaning we'd go from True Thrust, which would be upgraded to Fang and Claw, which is then upgraded into Heavens' Thrust, via traits.Why this suspicion, out of curiosity? Until Shadowbringers, DRG's combo was increasing by 1 step per expansion.
Why do you think they'd suddenly go back on that now, when they seem to have no interest in rotational nuance by which to make use of shorter combos, anyways?
Last edited by RyuDragnier; 07-16-2022 at 11:43 PM.
Then I have to ask again... why?I don't mean pressing the buttons twice for those moves. I mean flatout removing/upgrading one of the moves from the game and having the other serve in its place for Raiden Thrust, such as having the move upgraded from Fang and Claw to Heavens' Thrust. Meaning we'd go from True Thrust, which would be upgraded to Fang and Claw, which is then upgraded into Heavens' Thrust, via traits.
Why would what has been a 5-step combo for 3 expansions suddenly be pruned to a 3-step combo?
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