Results 1 to 10 of 46

Thread: Dragoon Rework

Hybrid View

  1. #1
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Aco505 View Post
    It doesn't matter, why do you want a forward EJ to bind when you could just give the job a non-damaging gap closer instead?
    A forward EJ would help on Legacy camera controls. Right now, you have to wait for your character to be fully facing backwards for a split second or you risk it jumping sideways. I personally use an EJ macro like the one I use to make sure I jump towards the camera, but macros are clunky.

    Quote Originally Posted by Aco505 View Post
    If SSD is weak, as you say, then improve it but don't remove it.
    Yes of course that's another option. I just don't like SS and even DfD as they are now because they're such weak direct damage oGCDs. They're like filler oGCDs. It doesn't help that they lock you in place for a split second when using them which makes them feel very clunky when moving. I would at least hope they would make them more fluid (like you can sorta move as they drag you to your target) and also add some extra effects to them.

    Quote Originally Posted by Aco505 View Post
    I can see the point of the 3rd NAS being weird since it's never in buffs, the question is... is that a problem in itself?
    It's just that that last one feels superfluous as it doesn't interact with our buffs. It's not a true problem, but I still wish we had more control over our Nastrond use.

    Quote Originally Posted by Aco505 View Post
    I am not opposed to having all NAS in buffs, but at the same time I wonder if everything has to be based on buffs and the burst.
    If buff coordination keeps being such an important part of high end encounters, I do hope that our damage oGCDs would all fit inside buff windows.

    But I wouldn't cry if SE were to do away with group damage buffs. 1-2 window party buffs are the main reason why people complain about job designs feeling homogenous. It's too constraining design-wise for uniqueness to flourish.

    Quote Originally Posted by Aco505 View Post
    Don't get me wrong, I'd like it too (it feels great to execute full reopeners like after the add phase of P3S or in ultimates), but if getting it means that the job stops having this unique feature, then what would be the point? If DRG copies a system like the one used by RDM/RPR, what would be the difference then besides some flavor?
    Well you admit you'd enjoy having a good opener. And I'm not saying that as a "gotcha". Weighing fun against flavor, I'm pretty sure anyone would pick fun first.

    On another note, I don't agree that having a weak opener has anything to do with job flavor.

    Quote Originally Posted by Aco505 View Post
    My point is: I'm skeptical. I'd rather not remove but improve what we have as I have said in other posts. [...] Removal of things can easily lead to places we don't want to go (see SAM and SMN).
    I'm in the same boat. As a former SMN player in SB and ShB, its rework shocked me and I dread they do the same to DRG as it is pretty straightforward already. Its only real issues to me are that their 2 minute burst is bloated and it suffers from jump/ss/dfd/sd lock-you-in-place clunkiness.

    But that doesn't stop me from wishing they innovate on it instead of playing it safe out of fear they lobotomize it the SMN way.
    (0)
    Last edited by Petite; 05-25-2023 at 09:30 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Petite View Post
    A forward EJ would help on Legacy camera controls. Right now, you have to wait for your character to be fully facing backwards for a split second or you risk it jumping sideways. I personally use an EJ macro like the one I use to make sure I jump towards the camera, but macros are clunky.
    Then shouldn't we be pushing for that more universal solution that would help everyone (allowing at least the first actionable step of macros to be properly queued), instead of removing an iconic (if increasingly lackluster) skill just to make room for a duplicating of another we already have but now with /turn camera built into it?

    I just don't like SS and even DfD as they are now because they're such weak direct damage oGCDs. They're like filler oGCDs. It doesn't help that they lock you in place for a split second when using them which makes them feel very clunky when moving.
    Fair, but isn't that essentially because the damage value that would have gone into those skills themselves was siphoned instead into Mirage Dive? The latter makes the DRG iconicly heavy in how much it can bank, sure, but since 200 potency of each Jump (and formerly SSD) now comes in the form of Mirage Dive instead, it's little surprise that they'd feel weak in their own direct damage without their, in turn, siphoning potency from another part of the kit.

    On which note, I'd be happy to have slightly less potency each on Raiden/True, Disembowel, Vorpal, WT, and F&C and move that potency instead to SSD/Jump and, especially, DFD.



    Or, heck, consolidate Jump and SSD, but into a skill that just yeets the DRG up and out of the arena, avoiding most non-targeted, non-raid-wide damage, for survival befitting a job classed just under a tank for its eHP. Once up in the air, your next GCD skill is augmented, dealing additional damage and/or effect (Heavens' Thrust --> Heavensfall for a true nuke; Chaotic Spring --> Chaotic Fount, for an AoE DoT; etc.). Unique, high in utility, smooth to execute upon, and highly interactive.
    (1)
    Last edited by Shurrikhan; 05-25-2023 at 10:03 AM.

  3. #3
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    921
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Petite View Post
    A forward EJ would help on Legacy camera controls. Right now, you have to wait for your character to be fully facing backwards for a split second or you risk it jumping sideways. I personally use an EJ macro like the one I use to make sure I jump towards the camera, but macros are clunky.
    I play on legacy too and this is not really an issue unless you need to time extremely tight EJs to keep uptime, which hasn't been a thing even on P4-2S when you could use it before the animation lock reduction to keep full uptime in Act 3.


    Quote Originally Posted by Petite View Post
    Yes of course that's another option. I just don't like SS and even DfD as they are now because they're such weak direct damage oGCDs. They're like filler oGCDs.
    Which is why they need a better purpose, especially DFD. Also animation locks are part of DRG, it's normal that it requires more effort for us to move during bursts.


    Quote Originally Posted by Petite View Post
    Well you admit you'd enjoy having a good opener. And I'm not saying that as a "gotcha". Weighing fun against flavor, I'm pretty sure anyone would pick fun first.

    On another note, I don't agree that having a weak opener has anything to do with job flavor.
    The point is that if we had a normal opener, we wouldn't be as strong as we can be with full resources and our new opener wouldn't be like the reopeners you get in fights like P3S or ultimate phases after downtime because in these we have to press more oGCDs than a normal even-minute window and SE doesn't want that. We'd have one more LotD but oGCDs would be cut somewhere else.

    There's also nothing wrong with having a job (or jobs) in the game that ramp up slowly. MNK is similar: they don't have their strongest hit in their opener or any even-minute window unless they manipulate their blitzes if the encounter allows it.


    Quote Originally Posted by Petite View Post
    Its only real issues to me are that their 2 minute burst is bloated and it suffers from jump/ss/dfd/sd lock-you-in-place clunkiness.
    What you call bloated (number of oGCDs used) and clunkiness is what many veteran DRG mains love. EW DRG is the best it's ever been precisely because of the way you can machine-gun all your oGCDs in burst in a similar way to DRK and GNB and I hope it stays that way.
    (1)
    Last edited by Aco505; 05-25-2023 at 11:32 AM.