Page 5 of 5 FirstFirst ... 3 4 5
Results 41 to 45 of 45

Thread: Dragoon Rework

  1. #41
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aco505 View Post
    Increasing the duration of the DoT with the current design wouldn't change much, since it falls off 1 second before it has to be reapplied in normal circumstances.

    Since DoTs tick every 3 seconds, making it last 27 or 30s wouldn't have any effect, not even in cleave, as you want to switch to the AoE combo the moment you have more than two targets. The only exception could be three targets that are not close and will live long enough but that's extremely niche and possibly doesn't even exist in the game.
    True, without TP and with our AoE potency as high as it is now, it wouldn't do much.

    My point was more that if downtime value were a/the concern, that'd be an easy place to look, as compared to an elaboration upon PT. Any elaboration on a filler GCD should instead be for adjusting... GCD-sync (much like Yaten-Enpi does for SAM). Otherwise, we probably deserve to be constrained to the same downtime efficiency as other melee (which isn't great, and probably needn't be... because we're melee).
    (1)

  2. #42
    Player
    ataren3's Avatar
    Join Date
    Oct 2021
    Posts
    40
    Character
    Ataren Delaeris
    World
    Famfrit
    Main Class
    White Mage Lv 100
    I'd like to see dragoon sort of go through the life of a dragon if that kind of makes sense. They start off with not great damage but as they go through the fight that damage increases until they're at their "prime", pumping out big damage. Then it wanes down as though the life is ending and begins anew. Like a crescendo of damage. Not really "bursty" but it has a goal to reach for that big damage payoff that's just naturally happening over time.

    Idk you're "channeling the dragon spirit within you and it wants to break free" or something.
    (0)

  3. #43
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    278
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    Na, dont like this idea. It feels like the monk before his rework at the end of shb.
    Where he was at first slow and became faster after some hits. That Design wasnt so greate (esspecial, because the time Limit was so slow).
    Drg feels like the second fastes meele, with the most straight lined rotation (fastes is the monk, nin feels like he is place 3). But, is weaker in dmg as the other meele.

    I think, that is what it should be. No or little build up to look after. The only things is, to reduce the skill chain again (5 Hits feels a little to much). And make the dragon eye easier.

    Maybe they could have a round around aoe attack (and not all the time a line aoe).
    (0)

  4. #44
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    On that note, I think you may want/need to actually increase the raw potency loss, since you'll be using PT outside of buffs, but the increased DFD damage would occur under buffs, which would already more than offset the raw potency loss.
    Yep. That’s why the trick that would make that system work would be to tweak potencies carefully so that all 3 routes (0 PT, 1 PT, 2PT) yield about the same amount of total potency, buffs included.

    Wouldn’t need to be absolutely perfect though as the main goal of that system would be to let you line your buffs in a better GCD spot, which is where potencial potency gains would occur.

    Quote Originally Posted by Keichi View Post
    Na, dont like this idea. It feels like the monk before his rework at the end of shb.

    Drg feels like the second fastes meele, with the most straight lined rotation (fastes is the monk, nin feels like he is place 3)
    Assuming you’re referring to my proposition, I think you misunderstood. We're not talking about speeding up DRG’s GCD at all.

    It’s about having the option to delay our GCD combo progression without suffering DPS loss when doing so.

    With this we could:

    • tweak where your buffs come back up in your GCD combo;
    • give PT a purpose other than pitiful range damage
    • gain flexibility at no cost to your rotation while disconnected from target
    • give more flair to DfD

    All that without bringing drastic changes or adding new buttons. Simply QoL and more damage from using your buffs at better places in your combo.
    (0)
    Last edited by Petite; 05-31-2023 at 05:04 AM.

  5. #45
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Petite View Post
    Assuming you’re referring to my proposition, I think you misunderstood.
    Pretty sure it was in reference to...

    Quote Originally Posted by ataren3 View Post
    I'd like to see dragoon sort of go through the life of a dragon if that kind of makes sense. They start off with not great damage but as they go through the fight that damage increases until they're at their "prime", pumping out big damage. Then it wanes down as though the life is ending and begins anew. Like a crescendo of damage. Not really "bursty" but it has a goal to reach for that big damage payoff that's just naturally happening over time.

    Idk you're "channeling the dragon spirit within you and it wants to break free" or something.
    On which note, I agree with Keichi. Slowly ramping dps in excess of the damage-delays we already have now... is not something that has historically (or, especially in XIV) fit a skirmisher like DRG.

    There are some ways in which that could work... somewhat... but I wouldn't want to arbitrarily hamstring DRG's opener just to make that happen, for instance. Instead, maybe... use actual CDs... but with cooldown-reduction per/on certain actions that might accelerate their frequency for that "ramping"/"synergetic" flavor.
    (0)

Page 5 of 5 FirstFirst ... 3 4 5