Hey, who's super excited for the drg rework?
1-2-3 combo, either 1 positional or none, some generic oGCD, 2 min cooldown buffs, spamming skill, etc.
The new drg is going to be the most complex and fun dps to play in DT hahaha.... *sigh*
Hey, who's super excited for the drg rework?
1-2-3 combo, either 1 positional or none, some generic oGCD, 2 min cooldown buffs, spamming skill, etc.
The new drg is going to be the most complex and fun dps to play in DT hahaha.... *sigh*
Last edited by kuroashi_sanji; 12-18-2023 at 07:54 AM.
sorry for my bad english
R.I.P DRG
Who cares as long as it looks flashy, right? I just want to spamm fell cleave or heat blast
"We here at Square Enix have decided to do a mini rework for Warrior, and by extension Marauder for both the Berserk and Inner Release abilities. Fell Cleave and Decimate no longer need a beast gauge to be used and will always be direct critical hits when used"
You joke but legitimately the most idiosyncratic thing about WAR currently is that it starts out requiring three working braincells and then slowly works its way down to one as you level up.
Dumb it down more. For consistency.
I don't think that more buttons equates to job complexity or depth, but SE doesn't seem to be able to make a small set of interdependent skills for a job.
Take the blm. The blm at 90 doesn't have many buttons. Yet it has a considerable complexity: the player has to manage his resources, his movement, his timers to always keep up.
The skill bar isn't chock-full of skills, but it's a consistent and challenging job for the player.
So clearly not necessarily having many buttons = complexity in gameplay. Also because you can have 100 buttons but if you then have to press the buttons in sequence with 1-2-3-4-5-6-7-etc it's like having 1 single button. But the argument also applies the other way around.
With 3 narrow skills how do you give depth to the gameplay?
Take an action game: basically it has "two" main skills, but there is the whole action system behind it which makes those two skills an infinite number of different combinations between attacks in the air, dashing attacks and all the possible declinations of attacks based on direction and moment of use, parry, dash, iframe, various combos, attacks based on direction. Then usually an action not only has those basic attacks + action core, but also has other factors that make the gameplay spicy which can be the fields, environmental modifiers, other special attacks, a deep building system etc.
Clearly this considering a classic pve game.
Last edited by Ggwppino; 12-20-2023 at 07:24 AM.
Yep just watch you will get your 1-2-3-4-5 combo, your AoE combo and Gier/nastrond will turn into GCD fell cleave abilities you throw out afterwards, with an extra jump ogcd every 30s. Disembowel and Chaos thrust will get removed and that will be that.
I thought Yoshi P said specifically for AST it’s the card system that’s getting the complete overhaul. I can’t find the article but I’m sure that’s what was said. I don’t think they will touch their healing too much because it’s fine I think.
They've been changing the cards ever since AST was introduced, I wouldn't be surprised if they got rid of them all together or changed it into a 30s AoE small damage buff that you just threw out.
I'm pretty sure that they specifically referred to how cumbersome the card system can be, and I'd be inclined to agree for real. Its accessibility is terrible, and the amount of actions the class requires to just achieve one little result (pull card > redraw because bad > deselect target > select target > play card > deselect target > select enemy again) is ludicrous. It's become the signature of that job and one of the main reason I hate playing it. It feels very bad and it's like the whole system and UI is fighting against me to prevent me from actually playing the class.
But what I expect SE to do considering their track record, is to just remove all mechanical intricacy instead, which to be frank, I couldn't even care about because ShB already did that to that job anyway (without addressing any of the playability issues to begin with, the irony).
Literally the story of MCH.
You can imagine my face when I saw what we had from the ShB media tour. All shinies, no mechanical intricacies, just a bunch of buttons that don't talk to each other, but nobody cared or didn't seem to see it.
Last edited by Valence; 12-20-2023 at 07:04 PM.
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