Realistically the only change I could see happening is making enemy LB markers orange-red for visual clarity. But apart from that, yeah it is pretty much fine.
Dragoon LB doesn't need changes, especially not being homogenized with the rest of the melees.
Its an aoe that can potentially do nearly 50k potency while also being a skill that forces people to move out of the way or pop guard while also giving the drg 25% absorb barrier after landing. The LB is perfectly fine as it is and doesn't need any changes.
Hmm, the only thing I can think of is to be another meteodrive as in an additional effect when guarded. It just cancels, but gives you a 2 or 3 sec, 50% heavy. You’ll still take less dmg while guarded though. I doubt they’ll change its indicator of where the DRG is when it’s LB is proc.Dragoons LB is incredibly bad VS everybody elses because how telegraphed it is and how long it takes before you can even use it, The only use it has is maybe getting people to burn their guard or running away *due to the small shield it gives you*
Here's the changes i propose:
Make it like PVE LB or similar where its just you press the button and its basically just a high jump that's all sparkly/fancy that does alot of damage.
Want to get rid of its predictable nature that ppl are used to. I don’t that it needs to be changed, but make it more annoying and force ppl to make quick decisions.
Considering the amount of people that can't even spare a second to see which side is using the LB, I don't think forcing people into quick decision making is the play here. Dragoon LB is perfect the way it is in that it has clear counterplay and a strong niche (?). Great zoning tool, ESPECIALLY during overtime. Being able to force the enemy team off the point is a massive boon to your team as is, doing that during OT is just way more impactful.Hmm, the only thing I can think of is to be another meteodrive as in an additional effect when guarded. It just cancels, but gives you a 2 or 3 sec, 50% heavy. You’ll still take less dmg while guarded though. I doubt they’ll change its indicator of where the DRG is when it’s LB is proc.
Want to get rid of its predictable nature that ppl are used to. I don’t that it needs to be changed, but make it more annoying and force ppl to make quick decisions.
Idk, I'd prefer to see other LBs get tweaked to be more engaging.
Last edited by Karasio; 10-28-2022 at 02:36 AM.
Yeah, either make it more punishing or just make it like the MCH lb to where you can just press it and be done because this aint it chief.Hmm, the only thing I can think of is to be another meteodrive as in an additional effect when guarded. It just cancels, but gives you a 2 or 3 sec, 50% heavy. You’ll still take less dmg while guarded though. I doubt they’ll change its indicator of where the DRG is when it’s LB is proc.
Want to get rid of its predictable nature that ppl are used to. I don’t that it needs to be changed, but make it more annoying and force ppl to make quick decisions.
if i can literally walk away from the lb and be fine, That is a problem.. none of what you say even addresses what i originally posted and you are just stating stuff everybody who reads their tooltips already knows.I fail to see how Dragoon LB is bad. [Sky High] -> [Sky Shatter] may have significant counterplay, but is far from bad.
The first part is essentially defensive in nature and is probably what others see as the bad part. It generates a drop-down marker for everyone to see, which currently is light blue regardless of team, something I'd suggest should change especially in DRG vs DRG scenarios when they both use it at the same time. However, this can be used psychologically to force action. You can also boost the speed at which your marker travels if you previously used Elusive Jump.
[Sky Shatter] is a threat with a minimum 20000 AOE damage, 30000 within 5y radius, which can and ideally should be amplified by Geirskogul's +25% dmg dealt. While it can be countered, regardless of the method you force the enemy to act.
If they Guard, you forced Guard, meaning they don't have it for the next 25-29s. If they don't, you force them to heal for 1-2 Recuperate, costing them 2500-5000MP. If they run off, you essentially zoned the enemy out of the position you dropped onto. At the end of the cast, you also gain a 25% HP shield, which together with Horrid Roar lets you live through some damage even after the touchdown.
Even if you don't kill, you force resources out of the enemy team. The more targets the better.
BRD is heavily reliant on teamwork so of course its gonna be crap to somebody who has a bad team :/Bard LB is by far the worst in PvP. Long recharge, can get line of sighted, needs to have people nearby AND stay alive to let it run its course. In theory it allows team to snowball, in practise that happens basically never as it is also wasted on people that are banking their LBs at the moment.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.