

yet ppl are saying remove life surge instead which gives critsRegardless of how anyone feels about the Nastrond change, whether you like the job being less busy or not, there is an objective issue here. Turning 3 lower damage attacks into a single heavier damage attack makes the damage profile over a fight more swingy. It's an issue that has plagued many jobs over the years with the addition of more and more single-use high-potency attacks. It makes Dragoon even more reliant on Crit and Direct Hit than it was before.


Being fair some number of the people suggesting that have also suggested making it a trait of some kind that automatically gives crits to certain weaponskills, perhaps as an enhancement of Lance Charge or something.
Life surge is nice for healing. Esspecialy, combinated with aoe attack (but yeah, it is a skill, i see on the chobing block, i espected it to be removed, allready to 7.0).

While it may be fine for 5+ targets, Life Surge is anything but nice against single target (and not to mention that you should never use it to heal yourself).
Life Surge to me has always felt like a holdover skill from OG Dragoon. It feels like Dragoon Kaiten. I don't really have an opinion on whether it should be removed/replaced or not, but considering changes SE has made historically I'm genuinely surprised it has lasted this long.



Some people genuinely aren’t merely pretending. It’s not their fault usually. Perhaps giving them engagement is crueller than ignoring them though.
I wonder if it’s a stylistic change or just a change in staff. With all the talk about cbu3’s different projects taking established talent, it could be that a load bearing dev has been reassigned.
I had the same thought. Other jobs received fantastic new animations in Dawntrail while DRG has many that look quite amateur. Perhaps some less experienced developers were assigned to the job this time around, but I suppose that's all conjecture.
In any case I hope the animations are improved at some point and more importantly, I hope the gameplay issues are addressed. The gameplay is always the most important thing. I can live with goofy animations if I have to.
Why do the people allways want the drg to become a gummi bear?
Yeah, the jumps are the most iconic stuff of them. But, as a fighter are they limited to (they bring you in questionable positions). The drg is not only a jumper, but a spearfighter to, who is in close combat. Even Estenien use jumps barely in cutscene, if he is not fighting a flying enemie.
The Dash is simply a forward jump. The direct jump has probably a gameplay reason, that you are jumping back to your starting point (originaly, did you truly jumped to the target and than back, but, it created problems with aoe attacks of enemie and restricted the drg, that was changed in EW for gameplay reason).
Whe have dragondive and Star dive for cap closer, with 2 charges of Dash. That create enough mobility (and even dragon dive is mostly used together with the dragon soul as dmg skill, and not as closer).
That Star cross isnt a closer surprised me (would have been nice to). But, when i think about the rabbit hole, is it good for this Patch, that i can use it without worry, to jump in the hole.
And, there arent many jump animations left, that they could use. Whe have allready some close combat with small jumps for the attack.
The only special jump that whe miss, would be a Drill like line jump, like Kiba's Getsuga from Naruto. But, whe have mostly magic attack for line attacks.
The drg is practicly one of the most mobile classes (if not the most mobile one). That is completly enough.

In High-end Dragonfire dive gets used on cooldown because it has a hard 2min cooldown. You ideally don't want to drift but I have definitely drifted that back a GCD before for encounter specific gap closing situations if for some reason I don't want to delay my Stardriver or it's going to align with a lance charge better. In dungeons and stuff I have certainly used it to gap close on a pack because purely because it's fun and trash is trash, 2min will be back for the next boss.
We have to agree to disagree here. Dashes don't count as every job has a dash of some kind now. Not talking about animation jumps or pseudo jump like old Highjump that don't damage or actually move you. I much preferred having more damaging jumps. For me the high weaving and movement is what the job is about. Even if at this iteration it still 'moves' more than most other jobs the fact is it moved And damage at the same time more before. It's ok for this to be something very different from other jobs. There are 20 other jobs that do other things.
Or should I start campaigning against casting cause I think it feels awful and they all should play like phys jobs and be instant. Most people would say 'Maybe you should try summoner or maybe not play casters' which I think is reasonable, since summoner is the least casty caster. The point is we should want and get jobs that function differently from each other and DRG being mobile part of it's thing, or it was.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



