Lowering the cooldown of GSK could help with the drift, but it could also potentially force us into using it on hard cooldown, in order to get extra uses of it throughout an encounter instead of after the buffs are used, thus making it less intuitive than it is now. Also 28 as a number bothers my OCD so I'd stick with something like 25s, which I believe was its original cooldown in StB.
LotD actually lasts iirc 0.3s more than what it says, and then you have the extra 0.13s of drift because of the inability to queue it (and this without taking ping into account), so in order to eliminate the problem entirely, I could think of removing GSK's cooldown, but making it only usable with two eyes. However, that'd make the ability a bit hollow now since it'd only be pressed once a minute. Honestly, I'm not sure I have a definitive answer to this and I hope the devs address it the correct way and not with a workaround (if they do it at all...).
As for your suggestions on how to improve SSD and DFD, you say it yourself that it would be too punishing. You cannot tie reactive defensives to damage in this game because then you get a plethora of problems and degenerate gameplay. DRK's TBN can be skillful when used right, and extremely frustrating when it goes wrong. DRKs are penalized for trying to save teammates if the bubble ends up not breaking, which doesn't happen for any other tank defensive.
Or the case of SAM, who ideally wants to use their third eye as many times as possible, which can include getting hit by unintended stuff such as an autoattack in the pull. And this is without taking into account that not all encounters may have mechanics that consistently damage you for this purpose.
However, using some sort of resource to power up the jumps is an idea that could perhaps mix with my thought of making the 5th positional provide a nadi-like gauge. By making the proper combinations, the jumps would be then enhanced but I wonder if it wouldn't become too much of a mini game to do all that just to power an attack that happens once every 120s. I'd rather have my suggestion become more of an organic thing, as fluid as WWT is right now.
It can also be quite punishing to add more gauges, as DRG is one of the jobs that suffers the most from dying due to how long it takes to build them, but this could be avoided if this specific gauge tied to the 5th positional wasn't lost on death.
Piercing Talon cannot generate a scale directly per cast, as otherwise we'd again run into degenerate gameplay. The average potency of a DRG's GCD is 363 at level 90 without Power Surge. PT giving a scale would mean that you get 300 + 420 after every two uses of the weaponskill or 360 per GCD, thus making it quite viable to just spam it.
I can't right now think of something that would be 100% ideal, but things like making PT power up on its own the longer it's not used up to a point (similar to Harvest Moon), or powering it up by using our kit, or making it a combo with EJ a la SAM (but then you could just EJ for the buff and not because you want to EJ)... could perhaps work?
Maybe the best take would be to take inspiration from PvP. WWT is a long ranged GCD there, what if having two scales allowed PT to transform into a stronger ranged GCD? But then you'd have to weigh the consequences of potency loss as PT is a GCD and still has potency attached to it and WWT is an oGCD: 150 + 420 > 420 (if PT turned into a PvP-esque GCD WWT with the same potency).
I hope that the devs are giving as much thought to these matters and make the kit fun, interesting and as unique as possible without pruning much or anything at all, but that's probably just hopium given the circumstances.



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