And ranged af....rly not understanding the balancing this deep into the rework
And ranged af....rly not understanding the balancing this deep into the rework
dragoon is a diver and wants to get in on the action , in cc at least, but fails if the rest of team are cowards and dont also go in with to back you up, greater chance of getting annihilated.
if you meant frontlines your answr is -shrugs- , not balanced for that
Saying DRG is busted without outlining why doesn't really help your case, chief. Otherwise this is just another "_____ killed me in PvP so it must be broken" thread.
Must be a Frontline thread since AST/DRK/DRG were nerfed in the patch, but it was the former two that were constantly complained about. And NINs are the ones getting kills in Shatter so DRG definitely isn't busted there.
I've been meaning to point this out, and to elaborate, here are my observations:
Wyrmwind Thrust- is an 8k potency range AOE skill with 20y reach and width. Additional 8k potency if the enemies are 15y away from the caster. Compare that to BLM's 12k(8k for those within the AOE) Flare/Freeze with 25y range and 5y radius, or BRD's 10k Blast Arrow 25y range and width.
Nastrond - is a 4k potency range AOE skill with 15y reach and width. Additional 4k if the target HP is 50% or less. Compare that to BLM's 8k Paradox with a 25y range and a single target, or BRD's 3k(per stack x3) Empyreal Arrow 25y range and a single target.
Geirskogul - is a 4k potency range AOE skill with 15y reach and width. Compare that to BLM's 30y Superflare which needs 3 stacks of Astral or Umbral debuff to deal 9k damage, or BRD's Pitch Perfect with 4k potency(+4 if the target is 15y away).
Horrid Roar - is a 4k point-blank AOE with 10y radius, and reduces damage taken by 50% for 10 seconds. Compare that to SCH's Biolysis 8% damage reduction, and 3k potency DoT for 12 seconds, not only it is a single target, you need to use another GCD to spread it!
On top of their LB, with 10y radius, 16k based potency(doubles if the enemies are within 5y), and creates a 24k damage barrier. It also removes Heavy, Bind, and Half sleep. Furthermore, compound that with the passive 50% Damage Reduction for melees and tanks.
Sure! The win rate is a good indicator for balancing, but it doesn't take into account how many players opt to use META jobs. They should also look at the use percentage to figure out why it is always played and compare it to the least played jobs to make adjustments!
Obviously melee DPS are going to have higher potencies and DR than ranged. DRG is one of the few jobs without a stun and Geirskogul makes it more fragile. Kind of a big deal in Frontline if your team can't zerg.
I'm not saying that melees and tanks should have the same def as ranged, but it does not need to be half. I suggest instead of 50% DR it should be 15% for melees, 20% for tanks, and none for ranged. Defensive buffs and skills are already in the game and should be used.
Geirskogul, while it punishes DRG with a 25% increase in damage taken, it also grants a 25% potency increase further increasing their already highly potent skills. Putting out such potent AOE skills(which can be doubleweaved) from afar doesn't sound like melee play, while ranged already low potency single-target skills are cut in half. It doesn't sound like a fair play, isn't it?
Furthermore, instead of potency increasing the farther the target is, it should be the opposite. As you stated, DRG is a melee and should play as a melee.
This game's PvP is 99% balanced around CC, and even if they do some work on FL by adding damage penalties, they still heavily favour melee jobs because that's what the so-called "hardcore" players like to use.
Devs don't want to upset them apparently.
People need to stop playing it to show your disapproval towards the way they balance the game. I did. It's really not fun to be forced to play as a couple of jobs out of 19 jobs anyway.
play rpr in FL hysteria every drg who dives in to the pack or is about to, keep a minds eye about where they are. fix'd drg is not busted its very ez counterd by any decent rpr in fl
I don't know if this a CC or FL post, but overall DRG is just unironically one of the best designed jobs for PvP in this game. Focused heavily on aggressive pushing and high burst, while still having defensive options to survive/get away from those scenarios. It's not incredibly dominant part of their kit and they can easily still get owned if they aren't smart about their resources, or you just manage to lock them down/attrition them out of resources. These are all really general ideas about countering anyone, but DRG doesn't have that extensive survivability that focus firing on them can easily just own them. Especially if they are not supported by their team, since they rely on everyone else pushing with them so help spread the attention out.
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