Wow, my brain has really skipped the support on "support-related" lol
Well after submitting it says it'll be forwarded to the appropriate teams so... /shrug
Since the alteration of the job gauge in Dawntrail, it irked me that Mirage Dive was just... still there. It no longer has a defined use so it's removal wouldn't have impacted many if anyone at all. This change grants players at level 70 a single burst of Nastrond. The change to Nastrond is either an oversight prioritising future job changes rather than the current iteration, based on anecdotal information or misguided attempt at QoL. While I understand the development teams intention of a more homogeneous class design, it can rob players of class identity and overall depth of interest in the class. A busy rotation is not a bad thing or an aspect to be shunned. It can be fun and engaging. Classes have their own appeal with playstyle, fashion and visuals, a busy rotation is what makes Dragoon fun and I would argue an integral part of it. It would be akin to reducing the amount of combinations a Ninja player can do or reducing the mana consumption of Black Mage fire spells. It may provide ease of access to new players and be defined as "QoL" yet paradoxically it provides little for a players retention or to be attracted to in terms of class design. I hope that Nastrond is altered back to its previous iteration of having 3 of them and that the notion that "Busy is bad and should be reduced" is not a universal goal applied to every class.
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.
This line of thinking is braindead. If everyone who was unhappy with the game direction left, and all you had left were people who were fine with it, then nothing would change. SE would have no reason to make changes for a player base who didn't want anything to change.
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.
It depends on the numbers. If enough people quit in response to changes to cause a financial loss relative to those like me who come back in response to the changes, then they would absolutely rethink the changes implemented. If you continue to sub, then all they are getting is increased financial success from the changes and obviously they will not revert them.
Unless what you're getting at is that, only a tiny portion of the community actually dislikes the changes. Which then yeah, you're right. Nothing would change. This is capitalism after all, the majority rules, and that's how it should be. Games don't exist for a minority who is attached to things being a way that most people dislike. That's crazy entitlement. If you're unhappy with the game, and it's not going to change, then the best thing you can do is move on. Not to get the game changed back to how you want it to be, but to just do better things with your short life. Maybe the people complaining about the changes are the majority though, and if that's true then you should absolutely unsubscribe from the game if you want things to change.
You act like they do not have complete awareness over the financial success of their game at any given point lol. It's laughable how simple and entitled the perspectives being posted here are. If you are with the majority, you will get what you want. If you don't get what you want, I hate to say it but that's just the way it is. You should have had better taste.
What they should do is just remove the damage component from life surge and make it purely defensive. Still keep it to being only one charge of nastrond per burst window though. It was way too many oGCD in the burst window.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)
Last edited by HikariKurosawa; 11-15-2024 at 06:24 AM.
|
![]() |
![]() |
![]() |
|
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.