Are you okay? It's my main too, it's the only job I've cleared an ultimate on and the one I am most confident with. Imagine thinking the job belongs to you lol.
one day you may.
Last edited by HikariKurosawa; 06-17-2024 at 09:20 PM.
"I don't play DRG but-"
The Thread.
Readed the upgrades.
In overall do it looks nice.
Most skills looks to have a power increase. Only sad, that the big Aoe attacks became a bit weaker (dmg reducing from 30 to 50%). And, that Geirskogul is 1 min CD.
What i even noticed now.
The removing of dragons eye is a little sad to, because the boost it gave has vanished. Geirskogul gives you a little stronger boost. But, the skill itself doesnt penefits from that.


Same, have read the updates.
DRG since ARR here. Not feeling positive about the changes but I will reserve proper judgement once I get to actually play.
High Jump -> Mirage Dive -> Nothing = feels really bad since Mirage Dive would feed onto your kit to build up to more damage. Now it's a dead end.
Combo potencies have been nerfed whilst oGCDs gets buffs (if they're aoe, the damage fall off is greater) Considering the gameplay revolves cramming your damage oGCDs inside buff windows I am predicting that the damage spikes will be higher but it will also be more punishing to die or generally missing buff windows / being out of synch.
I'm unsure how the combo nerfs will affect Life Surge since Full Thrust might not be the absolute skill to use it on. I guess it'll make it less punishing if you don't use Life Surge on Full Thrust?
Nastrond having a 2 second cooldown + can be used 3 times is making me raise an eyebrow. I hope the devs are not trying to turn Nastrond into WAR's Fell Cleave. If I want to sit there spamming one big attack skill i'll play BLM, WAR or DRK. Just because WARs and BLMs like their one big PP damage button doesn't mean other jobs should have the same (I mean look at healers, they hate their little PP damage button and arguably DRKs are neutral to theirs)
There is only one thing I absolutely hate. The gap closer. (Winged Glide) I am fully onboard with jobs having non damaging gap closers but what DRG got is just insultingly disappointing animation wise. First of all it should be a jump. If I can't get a jump (aerial gap closer) at least make it look cool. What is that sadness skedaddle?
I know there's only so many ways to animate a dash but come on. I would be okay if you just kept spineshatter's animation, changed the name and made it deal no damage.



Mirage Dive is kind of pointless now, yeah. Feels like shades of the PLD rework or SMN fester where they only reason they left it is to not waste the animation or fill the bars, when mechanically there's no purpose to it any more.
Also, yes, Nastrond was nice because it spread out the business of the weaving over a longer time. I suppose it sort of balances out with Shatter and Eye gone, but eeeeh, just more "spam everything at 60s/120s go go go..! okay back to sleep" design.
The patch notes mostly confirm what we knew, so my previous feedback stands. The Blood of the Dragon blue aura might be back in the 60-69 level range. I wish it was something we had at level 100 as well though. We'll see tomorrow.
One way of making Mirage Dive relevant again is to have it give scales, as I have proposed before:
I also dislike that we have even worse falloff in our AoE abilities now. From a job with almost no falloff in ShB to having 50% in most oGCDs in DT.1 - Make Mirage Dive give one scale when used. As a consequence, increase the maximum amount of scales we can store from 2 to 3 and reduce WWT's CD to 3-5s. Additionally, WWT's damage could scale depending on the number of scales when used (normal with 2, more with 3).
This change would make each Mirage Dive interact with the gauge and become relevant again and it would make our gauge more interesting and flexible. Having WWT consume all scales can also alleviate issues during burst when they might arise and it'll make pooling for burst more engaging as well.
Finally, the duration of the buffs that allow the use of Mirage Dive, Rise of the Dragon and Starcross should be increased to 30s, since right now they have differing timers (15, 30 and 20 respectively). This increase would greatly benefit MD in particular.


The changes actually makes DRG more punishing. Before the changes, the 5th combo hit was weaker enough than Heavens' Thrust that if you could either use Life Surge on that 5th hit while under buffs or just use it on an unbuffed Heaven's Thrust.
But since they've made the 5th hit stronger by shifting it to 440 pot Drakesbane and nerfed Heavens' Trust to also be 440, it is now optimal to use it on buffed Drakesbane in that situation, which results in triple weaves in your burst windows.
Dont understand that.
The 3. and 5. attack have the same potency. With that, shouldnt it matter, where to put the life charge. In theory could you use even 1 for the third and 1 for the 5 attack (but that would make problems with the CD of the buff)
Triple weaves are not feasible and avoiding them does not affect DPS much. The alternative will be a bit strange though as sometimes the optimal thing to do will be to use Life Surge on a lower potency ability like Lance Barrage (the VT upgrade).
The basic GCD rotation is 25 seconds long but buff windows happen in multiples of 30 so the actual GCD you will press as buffs start will be moved "back" by 2 GCDs in each 120s burst window, unless you used Piercing Talon or downtime was involved.
For example, some of them (the 4-minute one iirc but there's more) will have you buff at the end of a Heavens' Thrust combo, just as you're using your 5th GCD, which means that in order to get your first Life Surge there, you'd have to triple weave for an "ideal" burst, as the next GCD available will just be the 5th of the Chaotic Spring combo, since buffs will fall off just before the following Heavens' Thrust.
However, as I said, triple weaving is not feasible and the DPS loss is small although more relevant than in EW due to the potency changes. Weaving will be more of a problem when we have to use True North in 120s bursts though.
Worse falloff, but more potency overall because of the introduction of the new skill if you do the math. It's fine, it would have been way too overpowered to have no falloff with the introduction of rise of the dragon and starcross. We have way more aoe potency now.
Also I just want to say about mirage dive and high jump, they are now just damage. This is good. We can enjoy them for what they are. We are damage dealers. It is okay for satisfying abilities to only do damage.
Last edited by HikariKurosawa; 06-28-2024 at 04:45 AM.
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