The purpose of this thread is to provide feedback on DRG in 7.0 based on the information given in the LXXXI PLL.
While we are still missing the entire picture due to us not having access to action and trait tooltips, I still believe that there are issues that should be commented on, in hopes that they might be fixed at some point at least in the medium-term:
1. Eye management being gone greatly reduces overall optimization and flexibility options for DRG.
Eye management provided great flexibility to DRG, allowing us to either delay, not delay or use a double Life of the Dragon window depending on the encounter.
Most duties would have us use GSK > HJ on hard CD starting from the opener but some would require us to enter LotD earlier, or to use two of them back to back depending on downtime. This won't be possible anymore.
Additionally, from a lore point-of-view, removing the eyes from the DRG gauge is antithetical to the job considering how important dragon eyes are in lore during the MSQ and to dragoons themselves, it's the entire reason why they exist.
Many other jobs have gotten more in their gauge but DRG has lost: please return eyes to the gauge in some shape or form in the hopefully not-so-distant future.
2. LotD should last 30s so that we can keep some flexibility when it comes to burst in encounters with downtime.
Changing LotD to 20s will actually make the job even more rigid.
Even though we do not know how many NAS we will have access to, the 3rd NAS gave us the ability to enter LotD earlier to buff the last two should the encounter required it.
If the CD of NAS stays at 10s, then this won't be possible anymore, just as it happens in level 70 duties.
If the LotD 20s duration tradeoff comes with a 30s GSK, it'd be fine. However, doing so would mean being in LotD 66% of the time, which would be interesting but is unlikely to happen and so GSK is most likely a 60s CD now.
Either make LotD last 30s with a 60s CD GSK or 20s with a 30s GSK.
3. The DRG kit now feels disconnected. More actions just deal damage and have little synergy between them.
In 7.0, only GSK with LotD, Life Surge and Wyrmwind Thrust interact with other actions in some way.
High Jump and Mirage Dive no longer appear to have anything to do with LotD and the new oGCDs simply become active after using Dragonfire Dive and Stardiver.
As a job, we basically have one gauge now, the scales, because the dragon gauge has become a glorified timer with nothing else attached to it.
On another note, we did not gain a 3rd scale while keeping WWT's cost at 2. Hopefully, we retain the second charge of Life Surge, as the ability feels bad to use as a no-charge 40s CD below lvl 90.
4. The reduction of positionals after simplifying the job's main gauge feels unnecessary.
If DRG had become a bit more complex or involved after the LotD changes, removing the 5th positional would have made more sense. However, as it stands, this is not the case. Additionally, compounding this with the loss of GSK as a 30s CD means that the filler phase between bursts will feel emptier.
Give the 5th new GCD a positional status again. It can still be omnidirectional during LotD to make it simpler in burst if needed.
5. Make Raiden Thrust and Draconian Fury full permanent upgrades to True Thrust and Doom Spike.
Simply allow scales to be granted when using those weaponskills with the Draconian Fire buff active. Everything would basically stay the same but we wouldn't have to keep using the old weaponskills at the beginning of a battle or after long periods of downtime.
6. Make Dragon Sight an upgrade to Lance Charge so that we keep the visual of the former.
Removing DS makes sense due to the issues it could cause (even though it's quite sad to lose the tether), but why not make DS an upgrade to Lance Charge? It would be the same: a personal buff with (likely) a 60s cooldown, but we get to keep the cooler animation.
Combine LC's animation with the swirling dragon from DS on the user so that they stay linked as original ability and upgrade.
Additionally, the Blood of the Dragon blue aura should be returned in some way. Too many of our actions are linked to Nidhogg (red) while they become less and less related to Midgardsormr (blue) and we still have no connection to Hraesvelgr (or any of the other great wyrms we've met).
7. Being able to use LotD in the opener is appreciated, but I think it's more detrimental to the job than good.
DRG, BRD and WHM were the only jobs that couldn't use their full kit in the opener. Homogenizing them like this is not a good move. Not every job needs to have the same damage profile and it's alright to build up your damage slowly but surely.
Consider revising this for 8.0 to recover and preserve job identity.
Something unrelated to DRG (as far as we know) is how some jobs like GNB or PLD have some specific actions activated after using their 60s buff CD. This is an issue, as it could reduce flexibility in the usage of these weaponskills (especially Sonic Break due to its long DoT) in specific encounters with specific downtime. This change just feels like the developers are hand holding the players too much. Unless an action is directly related to another, this limitation should not exist.
TL; DR. If the purpose of the rework was to make the job more cohesive, it doesn't look like it has achieved it. The job has become even more rigid and lost what little flexibility it had. Please consider the points above at least for the medium-term so that we can retain flexibility and optimization options, as well as having a more interesting filler phase.
For those reading, how do you feel about what we know so far?