The Dragoon rework hoopla was all a red herring for the jumpscare of the BLM rework with the whole mana regen lmao.
The Dragoon rework hoopla was all a red herring for the jumpscare of the BLM rework with the whole mana regen lmao.
- If the looping combo is exactly the same other than the fifth hit turning into a different ability with no positional then whatever, not the end of the world.
- I expected life phase delay to be dead by giving you full resources at the start, but it looks like they removed the eye mechanic completely. Huh?!
- Very concerned about the last point. The busy oGCD heavy nature of the job is what makes the job fun IMO. I don't want to say the sky is falling before I've actually seen what they removed, but this general trend toward making everything simplified is very tiring. If you have busy jobs and simple jobs, everyone is happy. If everything is made simple, what do people who like the former category do? Just quit the game? Why is it such a bad thing to have some jobs with a lot of inputs?
- Before moving on to the next job they say they removed Spineshatter Dive and replaced it with a dash that doesn't do damage, which you can see in the trailer. I'm fine with DRG having a no damage gap closer but visually, replacing a JUMP with a dash on DRAGOON of all jobs is completely nonsensical. Just remove the damage from Spineshatter Dive.
Whether DRG is still fun for me or not will depend on how it feels when I'm playing it at lvl 100. I'm willing to reserve judgement until that time but I can't say I'm excited about any of these changes.
Last edited by CidHeiral; 05-17-2024 at 07:19 AM.
Best as I can tell, the only 2 potential ogcd cuts are spineshatter and dragonsight. You can decide how much that bothers your or not, but they showed the rest of them in the trailer.- Very concerned about the last point. The busy oGCD heavy nature of the job is what makes the job fun IMO. I don't want to say the sky is falling before I've actually seen what they removed, but this general trend toward making everything simplified is very tiring. If you have busy jobs and simple jobs, everyone is happy. If everything is made simple, what do people who like the former category do? Just quit the game? Why is it such a bad thing to have some jobs with a lot of inputs?
These changes have me worried. I wrote a post in the general discussion subforum to hopefully gather the devs attention to the potential issues the rework has created, at least in the medium-term. Feel free to like and support it if you agree with what is said there.
The main issue I see with the rework is that we basically have one gauge now. The loss of eye management hasn't provided any interesting optimization options or a more complex rotation. It's just even more rigid now, and basically hand holding the players at this point.
The 20s LotD also feels bad and the loss of Spineshatter Dive doesn't mean much since at most we will use one less oGCD during 2-min burst. It doesn't really look like things will be less busy at all unless DFD shares a CD with HJ, which I doubt as otherwise our 1-min and 2-min bursts would be identical.
Finally, more of our actions have no synergy between them now, while the filler phase is going to feel emptier with the loss of a positional and GSK likely becoming a 60s cooldown.
I really hope our feedback will have them change route for 8.0 or before.
Last edited by Aco505; 05-17-2024 at 04:24 AM.
To be fair:
They stated, that they want to streamline this time most of the classes and make them easier. To see, how they can than give them a new individual touch for 8.0.
Its simply possible, that they are testing something now. Want to see, how its work and than make new adjustments.
Im fine with the change for now for all classes (only blm looks again a little boring, with only spamming fire 4, what looks to be now even stronger as before, i want some variation for him^^).
But, the rework looks a liitle, unimpressed with the result. They stated, that they deleayed the rework to 7.0, instant of 6.1 or so, because of more time to work on him. And yet, is the main result practicly the vanishing of one of his 2 gauges (i espected to have a new gauge again) with some quality of life changes and some taste based changes.
I wonder, if they had no ideas or problems with some ideas, to end up with that version now (one point for the rework was official, that they had no idea, how to improve the drg anymore, they reached a dead end, this version now looks very similary to what whe have in 6.0).
And to the dash stuff (needed to watch it multiple times to even notice the dash):
See it simply as a forward jump. Instant of a high jump. Than, did it fit the narrative again.^^
The only point i dont understand yet is the life of the dragon part. >Whe see high jump, Mirage dive and Nastrod in the rotation. And yet, did they stated, that LOD is ready from the start.
Does that mean, that it will be starte afert 1 round of the high jump combo? Or will it be startet, if you use simply Geiskoul? Whe see in the trailer at differently points the combo attack. And LOD started instantly, when Geiskoul was used.
HJ and MD have nothing to do with LotD anymore. Eyes don't exist.The only point i dont understand yet is the life of the dragon part. >Whe see high jump, Mirage dive and Nastrod in the rotation. And yet, did they stated, that LOD is ready from the start.
Does that mean, that it will be starte afert 1 round of the high jump combo? Or will it be startet, if you use simply Geiskoul? Whe see in the trailer at differently points the combo attack. And LOD started instantly, when Geiskoul was used.
You enter LotD directly after using GSK, which will likely become a 60s CD as otherwise we could be in LotD 66% of the time if it was a 30s CD.
So... yeah, we have one gauge now. And we didn't even get a 3rd scale.
My main gripe is that the kit feels too disconnected now. It's just damage.
If we end up having a 66% uptime on LotD, I'll be fine with it since we'd be the "oGCD MNK" in the sense that our filler will be strong and our bursts mild but... right now it feels like our filler and burst will remain the same but the filler will be emptier, as we also lost a positional: from 50% of GCDs to 30%.
We'll just have higher personal damage but the cost is not worth it.
Oh great, apparently "the positional requirements" needed to be reduced again.
It's so fucking tiresome to watch them dance around removing positionals across the board like they so very clearly want. Because how much more infinitesimal can they make the difficulty before it makes no difference? Is some idiot looking at game stats and seeing the players who don't even try to hit positionals in casual content and deciding it must be because it's just so gosh darned difficult to move slightly to the flank of the boss every 10s (minus the generous True North stacks)?
Disconnected kits remind me of MCH and a lot of the newer job reworks. You just use things on cooldown, they fill up the gauge arbitrarily, and you spend gauge when it's overflowing. Guess DRG doesnt even have a gauge resource now. They're deleting all inherent class mechanics that bind jobs together it's almost a gameplay genocide at this point.
MCH at least has some implications due to their battery gauge, Reassemble and their 3 "tool" GCDs.Disconnected kits remind me of MCH and a lot of the newer job reworks. You just use things on cooldown, they fill up the gauge arbitrarily, and you spend gauge when it's overflowing. Guess DRG doesnt even have a gauge resource now. They're deleting all inherent class mechanics that bind jobs together it's almost a gameplay genocide at this point.
For DRG, they're removing what little flexibility and optimization we had. We already used everything on CD for like 90% of encounters. Now it'll be even worse but perhaps we could be wrong and some random interaction will actually have us get something akin to optimal drift MNK. I doubt it though.
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