Surely had nothing to do with the blizzard fiasco and asmongold influencing a large portion of WoW's playerbase to try out FFXIV.Actually bc of SHB, they actually had the most popular MMO at the time going into EW and their yearly operating income was higher for the fiscal year than what they are on track to do this year, by a lot actually. Part of that is other flops in HD games now, but back then they specifically called out EW as delivering huge results for the entire company's bottom line.
Stop replying to the monkey



Coming here to voice my support, this is one of the worst job changes to take place since I started playing in Shadowbringers. What is the job design team thinking? Is nothing sacred? If you thought the job was too busy, maybe you shouldn't have given it two boring, generic followups to its iconic jumps, and instead focused on iterating on its gameplay in any meaningful way. I haven't even finished leveling the job to 100 because I already disliked the removal of the eye gauge and the changing of Geirskogul to a 60 second button, but now I know not to bother at all. It already feels terrible to play at level 90, with practically nothing going on in the burst. Get it together, revert this change, and please actually think before making a decision like this next time.
I just posted in the JP subforum thread providing the following feedback:
- Returning NAS to 3 charges
- Reworking Life Surge into a weaponskill with similar functions and, perhaps, giving it the ability to provide a scale
- Mirage Dive should give a scale when used
- Exploring a more unique way of ranged uptime tools by making our weaponskills have 5-6 yalms either permanently or temporarily through a buff.
- Since one of the core features of DRG are its oGCDs, not to reduce them anymore and instead to actually increase them
Feel free to like it there, too, if you agree.


While it really doesn't have much to do with the overall problem, I actually also love this idea. I do forsee a concern around it only exacerbating the "there's too much weaving" complaint because it'd in many cases create an extra Wyrmwind usage in burst windows, but it would be a genuine improvement to the cohesiveness of the job and I think it's worth putting forward while we're talking about the overall design direction of DRG. Still, the weave concern would be there, so there's a decent chance we would either lose something else if they did take this into consideration, or at least not gain back our Nastronds, which means we would still have problems with the job being very dull at levels before we have access to Wyrmwind. Basically, it's a generally good idea, but won't necessarily help up resolve the current main problem.
By reworking Life Surge into a weaponskill, you save the same amount of weaves as the removal of the NAS charges.While it really doesn't have much to do with the overall problem, I actually also love this idea. I do forsee a concern around it only exacerbating the "there's too much weaving" complaint because it'd in many cases create an extra Wyrmwind usage in burst windows, but it would be a genuine improvement to the cohesiveness of the job and I think it's worth putting forward while we're talking about the overall design direction of DRG. Still, the weave concern would be there, so there's a decent chance we would either lose something else if they did take this into consideration, or at least not gain back our Nastronds, which means we would still have problems with the job being very dull at levels before we have access to Wyrmwind. Basically, it's a generally good idea, but won't necessarily help up resolve the current main problem.
Plus, if more actions gave scales, then it'd be logical to raise the maximum amount of scales to 3 while keeping the cost of WWT at 2. In fact, WWT could consume all scales on use, dealing the damage it does now with 2 scales or 50% more potency with 3. And this kind of changes would make sure that you never use more than two WWTs per burst while also providing flexibility and management with our remaining gauge element.
Not a fan of making a defensive tool a GCD as this usually means it never gets used due to losing dps. It really should stay off GCD if kept, alterantively it could also be a trait (life leach and crits on drakesbane during life of the dragon for example)By reworking Life Surge into a weaponskill, you save the same amount of weaves as the removal of the NAS charges.
Plus, if more actions gave scales, then it'd be logical to raise the maximum amount of scales to 3 while keeping the cost of WWT at 2. In fact, WWT could consume all scales on use, dealing the damage it does now with 2 scales or 50% more potency with 3. And this kind of changes would make sure that you never use more than two WWTs per burst while also providing flexibility and management with our remaining gauge element.
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