Normally I would post in an existing thread but this is going to be incredibly long. I'm going to try to format my feedback in an easy to digest manner so apologies if this ends up reading like a book report.
THE PROBLEM(S) WITH 7.0 DRAGOON
I. Background
I think it might be appropriate to give a little background on myself in relation to the job. Lord knows there are many DRG players better than I, but you'd be hard pressed to find someone who loves the job more than I do. Not only is DRG my favorite job in FFXIV but it's also my favorite job in the entire series. Kain, Freya, Aranea, Fang, and my namesake Cid from FFVII are my favorite characters from their respective entries. I mained DRG in FFXI and I always had a Lancer in my party in Final Fantasy Tactics. Heck, I even started playing the Insect Glaive in Monster Hunter after they added the DRG lance.
I say all this to illustrate that I am not some doom and gloom person who cries "my job is ruined/dead" any time there's a change I don't like and hops from job to job. I'm about as ride or die as it gets with DRG and until Dawntrail I've rolled with whatever changes came down the line whether I agreed with them or not.
Like a lot of DRG mains I was dreading the rework because I viewed Endwalker DRG as pretty much perfect and extremely fun. When the Dawntrail changes were shown I actually breathed a sigh of relief and thought we dodged a bullet. However, at this point I've played through the MSQ and a decent chunk of current endgame content as DRG and for the first time ever I'm just not finding the job fun at all.
Below I'm going to break down most of the issues I have with the job in its current form. It's going to be in two main sections, Gameplay and Animations, because in my view both are contributing factors to why the job feels so rough to play in Dawntrail.
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II. Gameplay Issues
I think this is the main culprit behind how unsatisfying the job is now. I understand that delaying your Life window to line up with party buffs wasn't exactly intuitive to a new player but removing the system entirely seems very heavy handed. Even putting aside the fun optimization gameplay around when to delay your life window and when not to, building up a resource to unlock your burst phase was very satisfying. It felt like you earned the ability to unleash hell on the enemy. When you finally unlocked that burst phase, executing your abilities in the fairly strict order they required felt rewarding especially while navigating tricky mechanics.
- Burst Phase & Removing Dragon Eyes
In 7.0 all of this has gone away. The periods between Life windows are dull, your burst window feels like you're just throwing random nonsense at the boss, and activating your burst has all the excitement of turning on a faucet since you do nothing to build up to it. You just wait around until the burst button is off cooldown, press it, then roll your face on your keyboard.
Why did this have to change when so many DRG mains loved it the way it was? During the job action live letter the DRG slide said the following:
"To reduce the number of inputs during burst damage phases, certain actions will be removed or adjusted."
Why is it a bad thing if the job has a lot of inputs during its burst phase? There are 20+ jobs in the game now. If someone doesn't like busy jobs they have a multitude of other options to choose from. Furthermore, they didn't even accomplish that goal because it's just as busy as it's always been if not more so, except all the parts of the job that formerly worked together are all disconnected now so it feels horrible to play. If 6.X DRG was a concert pianist, 7.0 DRG is a toddler banging on a piano.
I also find it pretty nonsensical that it's apparently asking too much for people to manage Dragon Eyes but this is totally fine:
7.1 UPDATE: Not only was none of this addressed but the burst phase is now even worse due to the removal of two Nastrond charges. Nice!
Proposed Change: In the short term, revert the Dragon Eyes system to 6.X including its cooldowns and give full resources at the start of an instance like PLD. On a longer timeline, probably 8.0, address the burst phase to return to the flow it previously had in some form rather than the freestyle oGCD vomit that it is now.
With the Dragon Eye mechanic gone these two abilities feel pretty awful to use. There's really nothing exciting about Mirage Dive on its own, it was satisfying to use because each time you pressed it you were building your resource. Without that it just feels like you're belching a blue mist at the enemy every so often for no reason, and by association this makes High Jump feel pretty pointless as well. When you've reached the point where a jump on Dragoon feels bad, something is very wrong.
- Mirage Dive/High Jump
Proposed Change: In relation to the Dragon Eye change above, return Mirage Dive to building Dragon Eyes.
This is another bit of optimization that was taken away. It was fun to "solve" how you're going to hit all your positionals for a given fight or when to burn True North charges. It made your filler between burst phases more engaging as well which is now incredibly boring in 7.0 with the lack of a second positional and a Mirage Dive that doesn't do anything. Was it really that big of a deal for players to move the one millimeter it takes to go from the target's rear to its flank and vice versa? And why is this apparently not a problem on other jobs like Reaper?
- Positionals
Proposed Change: Revert to the previous design. If this isn't possible, Drakesbane needs major work which I address in the animation section.
This is one of the more baffling DRG changes to come with Dawntrail. Why would you take a jump away from the jumping job, whose main thing for its entire existence in every FF game has been jumping, and replace it with a dash? This is like taking a melee attack away from Monk and replacing it with a squirt gun. Leaping back into battle with Spineshatter Dive always felt so cool and thematic to the job and now we just do a goofy little slide.
- Winged Glide
Proposed Change: Remove Winged Glide. Return Spineshatter Dive and remove the damage. If SSD looking like an attack is a problem, create a new gap closer animation that is a jump and not a dash.
New abilities should add to the job in fun and interesting ways. Wyrmwind Thrust and the Dragon Scale meter is a great example of this. I understand it was done as a reaction to people complaining about button bloat but there is not much fun and interesting about "press stardiver/dragonfire dive... again!" especially when their follow up animations leave a lot to be desired as outlined below. The 3 yalm range on Starcross also makes it awkward to use in some situations.
- Starcross/Rise of the Dragon
Proposed Change: In the short term, Starcross' range should be increased. In the long term both Starcross and Rise of the Dragon should be removed in my opinion. I expand on this more in the animation section.
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III. Animation Issues
I have this in its own section because I know not everyone cares about animations and this may seem nitpicky, but as a very visual person the animations have a strong impact on how I perceive a class. I've leveled entire jobs just because I thought a certain ability looked cool.
The average FFXIV lance is visually a heavy and cumbersome weapon and for much of the game's history the DRG animations conveyed this very effectively. Even when your character was doing a flashy attack you could always feel the weight behind those attacks and how much strength your character is putting into them, it made them feel powerful. Endwalker replaced Chaos Thrust with the very floaty and weightless Chaotic Spring and Dawntrail has not only doubled down on this trend but made some very bizarre animation decisions. I hate to disparage the artists that I'm sure worked hard and did their best on these new animations but many of them quite frankly look amatuer.
During the job action live letter, while commenting on the new DRG animations, Yoship said "you want to have cool looking actions." Below are a few examples which I would argue do not look cool, and definitely much less cool than many of the animations that preceded them. The particle effects are hidden in most of these examples because outside a couple exceptions I generally have no issue with the particle effects. I don't normally play with effects off.
1. Lance Barrage
Issues:
- The character is so extremely low to the ground they're practically sitting down.
- This posture makes it unbelievable that they could then push off for a thrust forward.
- Because there is no power to the character's stance and movement, it looks like she's just holding onto the lance while some invisible force yanks it back and forth.
- The forward thrust is an equally absurd contortion of anatomy. Some exaggeration is fine and can really sell an attack, but the races in this game are more or less just humans and we all know how a human body moves. Contorting them into extremely unnatural poses not only looks ridiculous but robs the hit of visual impact.
Compare it to a similar animation, Fang and Claw.
Fang and Claw looks like what Lance Barrage is trying to be.
- There's a windup before the first upward strike, then she takes a big step back to build momentum for the thrust forward.
- The pose during the thrust is totally believable, looks cool, and it's held for a second to really sell the hit.
Proposed Change: Have the character stand up more and adjust the animation so the character is shifting their weight appropriately to thrust the lance forward. The character should look like the driving force behind the attack and right now it looks like they're just along for the ride. Adjust the ending pose of the thrust so it looks like a pose an actual human being might perform.
2. Drakesbane
This one is rough.
Issues:
- You can't tell from the gif but the entire attack sounds like you're whacking the target with celery. The sound also seems to not line up correctly with the actual animation and it sounds like more attacks are happening than there actually are visually (sounds like five but looks like three or four).
- The animation feels unfocused, like it's trying to do too many things and your character is just flailing around. This is accentuated by the fact that it always follows Wheeling Thrust or Fang and Claw, both of which are very quick (and very cool looking) attacks. What was formerly a very flashy two hit combo now looks like one cool attack followed by your character frantically swinging around.
- After the second lance twirl the character does a thrust forward that, similar to Lance Barrage, looks like some invisible force is yanking the lance from them. They actually look like they almost fall over trying to hold onto it.
- Despite thrusting a lance forward they somehow do not move at all from their original position. Their legs just slide into opposite position and back again. It looks like they're being suspended from an invisible wire harness.
- The final upward attack looks even more weak due to holding the lance very far to the front. Her body shows zero recoil or any sign that she just hit something.
- Much like Lance Barrage, during the penultimate hit the character is contorted into a very absurd pose, where among other nonsense her entire weight is balanced on one leg far to the front and bent at a 90 degree angle. Below I have placed it next to the similar end pose of Fang and Claw. Which one looks "cool" to you?
Let's compare it to a similar animation, Chaos Thrust.
This animation does everything right that Drakesbane does wrong.
- Her front foot and lower body move back in preparation for the next attack, then she takes a big step forward to perform a powerful forward thrust. At all times the position of her lower body is believable with how she's moving, as opposed to the goofy shuffling in place of Drakesbane.
- You can see her entire body recoil slightly from the force of the blow.
Even with no target, one of these animations clearly looks like she's hitting something solid with a powerful weapon and one looks like she's struggling to attack the air.
Proposed Change: - If simply reverting to how the combo previously worked isn't an option, perhaps Wheeling Thrust and Fang&Claw could change to a flashier version without the positional instead of both being replaced entirely by Drakesbane, similar to how Draconian Fury is basically just Super Doom Spike.
- If you have to keep Drakesbane, it could potentially work if you adjust the sound to sound like lance hits and not a pool noodle, and make the sounds line up properly with the tempo and number of strikes.
- It may also work if you end the animation after the first two hits and remove the silly looking shuffle thrust bit entirely.
3. Rise of the Dragon
Issues:
- To me the fantasy of DRG is jumping and attacking with your lance. It's one thing for dragon heads to accentuate what we're doing with our lance and another to just stand there and summon a giant head. It doesn't fit the fantasy of the job or the visual flow of abilities in my opinion.
- Wasn't Nidhogg my mortal enemy? Estinien is using his power but I'm not. Stardiver can be written off as a flashy jump but for RotD I'm literally summoning Nidhogg.
- Why does the attack that looks like Stardiver come after Dragonfire Dive and not Stardiver?
Proposed Change: This does not fit DRG at all in my opinion. Remove in 8.0.
4. Starcross
Issues:
- What is even going on during this attack? We jump up, there's a particle effect, and we land and do a little spin. We didn't throw our lance because we're not picking it up after the fact. The little spin isn't the attack either because it happens after the particle effect. Is this just an act of god happening and we're getting out of the way?
- The particle effect is a big flash of nothing with a gold color scheme that strongly clashes with the long established red/blue scheme we've had up to this point.
- The sound is either nonexistent or turned down so low it may as well not be there.
- The lack of any animation lock makes the ability feel even more weak.
Proposed Change: At the very least some sort of high impact sound should accompany the ability. In the bigger picture though I don't think there's any way to truly salvage this ability. Remove in 8.0.
5. Spiral Blow
Spiral Blow is easily the best looking of the new animations. The lance spin is neat and it has a fun sound effect. It could still use a tweak however.
Issues:
- The only real issue with this animation is that right at the start you wave your lance to the right for no apparent reason before swinging back to the left to begin the attack. This makes the attack feel like it has a weird delay.
A comparison isn't really necessary this time but I still want to show off Disembowel because it's one of the best examples of that "weighty" feeling I've been referring to.
- As with the previous examples, you can see her shifting her weight around to move the lance, there's a slight pause before the last strike, and after that last hit you can see her massively recoil from the force of the strike. Even with no target this looks powerful. At all times her stance makes physical sense with what she's doing, such as when she braces her legs to help get that backward reach on the last strike and keep her balance.
Proposed Change: Remove that initial swing to the right and begin the animation at the windup for that first upward thrust.
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IV. Community Sentiment
Here I would like to highlight a sample of posts I've seen elsewhere with similar sentiment about the rework since they're presumably not on this forum to add their voices. The names have been crossed out because as far as I'm aware naming people specifically is against the forum's ToS.
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V. Closing Thoughts
I keep wondering, who was this rework even for? The job was changed enough to ruin the previous design for people who liked it, but not changed enough to appease people who wanted it reduced to atoms and reworked entirely. Who is this supposed to have made happy? I'm really at a loss trying to understand how the same team that designed such a near perfect job with pre-7.0 DRG could then turn around and make it into such a miserable experience. It seems to just be yet another casualty in this misguided mission to make every job appeal to the people who hate it even if you have to ruin it for the people that like it now.
I can put up with almost anything I don't agree with in an MMO as long as my class is still fun to play, but now I'm in a position where that is no longer the case. I've tried to switch my main to something else but no other job scratches the same itch that DRG used to. This has a cascading effect into the rest of the game, such as not being able to enjoy the new raid tier despite it being objectively pretty fun. I expect the same to be the case in the new exploratory zone and FFXI raids I've been looking forward to, which really sucks. If I didn't care so much about my Free Company I would probably just quit the game at this point. Instead I've chosen to leave my feedback and hope for the best. While my hopes aren't high I have to hold out at least a little hope that this makes it to the dev team and something comes of it.
I've always been a DRG main and I always will be, I just want being one to be fun again.
Thank you for reading, and if you've agreed with any of these points I encourage you to leave your feedback as well.