Is this really gonna be a topic for the next year or so? May I suggest actually playing the game?so we believe we should wait for an expansion release to make adjustments of that scale.![]()
Is this really gonna be a topic for the next year or so? May I suggest actually playing the game?so we believe we should wait for an expansion release to make adjustments of that scale.![]()
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
DRG is not a job that suffers from button bloat. It is actually one of the jobs with the least amount of actions in the hotbars, as laid out in this post: https://forum.square-enix.com/ffxiv/...=1#post5925792
This applies to almost every single job in the game, what can you add to GNB in the next expansion? It could get an extra gauge, but where do you place the new buttons? What about NIN, DRK? Even RPR is at the door of the button bloat issue because it has 6 actions that are exclusively used for AoE. It is AoE duplicates that bloats the jobs, of which DRG doesn't suffer from because the only difference between single and multi target scenarios is the weaponskill string employed.
The addition of scales and Wyrmwind Thrust has been extremely positive for DRG by allowing an interaction between GCDs and oGCDs and in fact should be expanded upon, as well as having a 3rd scale while maintaining the WWT cost of two. Therefore, I don't think statements about the new gauge doing "nothing" or being "pointless" hold value.
Turning BotD into a trait was necessary because DRG was the only job that lost everything if the gauge dropped (unlike BLM polyglot stacks, for example), which was not so uncommon wherever a cut scene was present (it happened even in casual situations such as treasure map dungeons). They could have chosen to keep it and allow the eyes not to fall, but without further interaction, the proper thing to do was to just make it permanent.
Another question is if we want to make the job more engaging, to which I agree. However, jobs should not be reworked just to make more people play them. How many people don't tackle BLM because they think it's hard? Let's not say here that DRG is so hard that many people opt not to play it when it's one of the simplest jobs in the game and actually needs an increase in skill ceiling (as well as a lower floor if so desired). Reworks should appeal to new, casual and veteran users alike.
And to make it clear: no one is saying that the job should not be reworked, but that it should be done at the end/beginning of an expansion and with player feedback taken into account. People are worried precisely because this has not been the case recently.
Not all jobs have to be the same. DRG is unique by being the only melee DPS centered around oGCDs. As for the tight usage of abilities, NIN for example is quite similar in this regard, where things must be used on strict cooldown, but with added layers of complexity in specific areas, yet I don't see complaints about how rigidity can affect NIN. DRG is more complex positional-wise, for instance. Each job could expand on the areas that might be lacking, but let's not strip them of their uniqueness, as was the case for NIN recently due to the TA change.
They should have never become the same button because they did it wrong: initially they made it change instantly, and when feedback was given, they slapped a 1s recast on MD, making double weaving HJ and MD extremely tight, as difficult as double weaving jumps before the animation lock was shortened. Either they reduce the recast to 0.5 or 0.8 (to match the animation lock of HJ) or they move MD back to its own button. Or better yet, allow the option to choose which to do. This rigidity with MD due to it being the same button can cause plenty of problems in encounters, with Dragonsong's Reprise being the most recent one.
MD has to stay as an independent button so that the ability is as flexible as possible.
I mostly agree with the rest of what you say though, but I do think the job is very well designed and flows smoothly. Sure, it can still get polished and refined, but if DRG needs a rework, then so do most jobs, starting with BLM. BLM is said to be very well designed, yet it has stayed mostly the same for several expansions, with mostly QoL and little things added each time, just like DRG. How come this job doesn't need a rework? Can it actually get something in 7.0 without taking anything away?
Perhaps you haven't checked all the threads, because I have talked plenty about DRG in threads and posts such as this one: https://forum.square-enix.com/ffxiv/...66#post6008566
You can search my post history in the forums, and you will see how I provide examples about what could be added to the job. I don't claim to be a theorycrafter with the absolute truth or best ideas, not at all, but I have spent a fair amount of time trying to provide feedback on the matter as a person that mains the job and plays it at higher level.
DRG still has room for additions for at least one more expansion. However, the same could be said for most jobs in the game, as I have already mentioned.
The job needs more interaction between GCDs and oGCDs, both within and between each category, as well as extra interaction with Life of the Dragon windows and GCDs to make the kit more cohesive. Another, albeit minor, problem to be addressed is the inherent slow drift associated to Geirskogul when exiting LotD due to it being unable to be queued.
Something they could do is allow the 5th positional hit in the combo to turn into a new weaponskill that gives some kind of resource similar to MNK Nadi: you choose which 5th to use (WT would turn into Drachenlance and FnC into Gnash and Lash only in that position, they stay the same when they're in 4th position), and each gives a different resource that when combined allow you to use a specific attack depending on the combination or give you some kind of buff that changes/enhances specific GCDs/oGCDs.
Another example would be to let Dragonfire Dive unlock a stronger attack (perhaps a GCD with range?) like Bunshin does with Phantom Kamaitachi.
What I really don't want is for LotD (and DRG in general) to be turned into Enshroud 2.0 or a RPR with oGCDs, because that's usually the direction that some suggestions go to. It is not in our interest to be RPR 2.0 and we should strive to preserve the job's uniqueness.
Last edited by Aco505; 07-15-2022 at 12:54 PM.
If the difference between "LotD" and "DRG-Enshroud" is, as you've posited in the thread you linked, whether the state ends after you've used the 3 Nostrand casts and Stardiver --and the only difference between that and the current version is that you don't lose the ability to queue the post-LotD Gierskogul-- I have to wonder why that would matter.
If LotD actually had some passive benefit over its duration or returned to a HW-BotD-like mechanic whereby you want to maintain it as long as would allow you to spend the absolute minimum amount of duration/resource on your final Nostrand cast, I could see why you'd want to protect LotD's duration, but... LotD has no benefits outside of access to Nostrand. (Which, as I mentioned there, would benefit DRG's flow, through the ability to queue the follow Geirskogul, if you just had LotD end after it has consumed all its benefits.)
Not against this, but wouldn't this ultimately just feel like Mirage BiggerDragon? Is there a way this could be used, in DRG's wider context, to improve kit interaction, or add theme/cohesion to surrounding systems?Another example would be to let Dragonfire Dive unlock a stronger attack (perhaps a GCD with range?) like Bunshin does with Phantom Kamaitachi.
While secondary actions (B unlocked by A during A's CD, such that B requires no additional buttons) do improve button efficiency and increase APM, it would seem a waste to have no further benefit there.
This sounds pretty damn neat. More animation variance, and finally they'd look like they deserve the added 5th position punch of Lance Mastery II.Something they could do is allow the 5th positional hit in the combo to turn into a new weaponskill that gives some kind of resource similar to MNK Nadi: you choose which 5th to use (WT would turn into Drachenlance and FnC into Gnash and Lash only in that position, they stay the same when they're in 4th position), and each gives a different resource that when combined allow you to use a specific attack depending on the combination or give you some kind of buff that changes/enhances specific GCDs/oGCDs.
"We're not going to fix our god-awful 6.0 AST design until 2 years later because players rightfully raked us across the coals over our harebrained decision to remove Kaiten"
Hearing things like that really becomes the last straw.
Ah, there it is. It wouldn't be a thread about another job without it. Good riddance Kaiten.![]()
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