Page 4 of 23 FirstFirst ... 2 3 4 5 6 14 ... LastLast
Results 31 to 40 of 285

Hybrid View

  1. #1
    Player
    MikhAwantal's Avatar
    Join Date
    Nov 2024
    Posts
    1
    Character
    Mikh Awantal
    World
    Twintania
    Main Class
    Dragoon Lv 100
    This change was totally unexpected. I held off picking up Dragoon for so long because I was afraid of another Summoner level rework. Since it was cancelled, I've been having so much fun with the job up until now. Why do they have to keep removing things from the game?

    Dark Knight also lost its burst this expansion. I WANT to play a busy job, please!
    (16)

  2. #2
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    876
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    I am not surprised they reduced the number of NAS from LotD. The JP player base has been asking for things like these in their own thread, as well as a reduction of oGCDs to press.

    We've also been discussing solutions and giving feedback on DRG in different threads in this subforum, yet what we get is this.

    One of DRG's core features is being an oGCD-heavy job. Most of its burst damage comes from oGCDs, which is quite unique compared to the rest of the jobs and particularly the other melee DPS.

    I wouldn't be annoyed by the single NAS charge if we had got a better and more engaging filler, or more LotD phases, but instead the filler remains as boring and now the burst will be even simpler. Just imagine bursts at level 70, 80 and 90 as well as 1-minute bursts at 100. It's just terrible.

    Either give us more things to play with or revert the NAS change. For instance, if you want to grant us only 3 additional oGCDs in LotD, then return Dragon Sight as a gauge generator that gives us one extra LotD every 2-minutes.

    Additionally, reduce the cooldown of Winged Glide to either 30 or 45 seconds. A 60s CD for a gap closer is just a carryover from Spineshatter that was left there.

    Mirage Dive's buff duration should also be increased to 20s. Mirage Dive should've also granted one scale per use instead of just increasing its potency. We need to interact more with our remaining gauge element!

    Finally, Elusive Jump making Piercing Talon stronger is a boring implementation for DRG uptime. It'd been way more unique if all our weaponskills had 5-6 yalms for the "long weapon" fantasy, or if we were given a tool that made a specific amount of weaponskills have this range for a short period of time/number of attacks.

    But please, stop removing core aspects of the job. First the eyes and any gauge management, and now the weaves. The filler is already mind numbing and we went from 50% positional frequency to 30%. It's becoming too boring and simple. We don't want homogenization. It's alright for jobs to be different and it's alright for DRG to keep its high amount of oGCDs.

    If the problem is in the amount of weaves and you cannot make big changes before 8.0, then rework Life Surge so that it becomes a weaponskill with charges that can (direct) critical hit and, perhaps, give a scale.
    (21)

  3. #3
    Player
    Reldhir's Avatar
    Join Date
    Mar 2012
    Posts
    98
    Character
    Reldhir Ondoreil
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    What an absolute bastardised state DRG is in xD
    (8)

  4. #4
    Player
    KaliG's Avatar
    Join Date
    Nov 2024
    Location
    Gridania
    Posts
    8
    Character
    Kali Granvell
    World
    Exodus
    Main Class
    Dragoon Lv 100
    Been playing since SHB, made an account on the forums after five years because typically I get why they change things. I do not understand this.

    I was literally playing right up until patch on DRG. And thinking to myself, I am so happy that my burst phase is this fun and engaging! I was worried about the 7.0 changes but burst was so fun and busy I forgot how stupid winged glide replacing two jumps was for a little while.

    But what is the point of ONE nastrond? Just remove it then! We used to be able to do 5 before dawntrail. It feels wrong. Like I'm doing the PvP rotation (and in PvP I HATED only having one already, fantastic). Jump and Dive feel weirdly disconnected from the rotation when they once propelled it, we have a total of three jumps left and our burst is not bursting anymore.

    I get that sometimes I'm gonna lose an ogcd or drift on my burst when I'm learning new mechanics. But that's part of the process. Let people get good, it's fun.

    Frankly, if they needed to make it less busy, you can have both of my life surges I don't need that heal it's fine, just gimme back my nastrond charges and maybe add in some more jumps for the jump class instead of removing them you cowards.
    (13)

  5. #5
    Player
    Senshadou's Avatar
    Join Date
    Nov 2024
    Posts
    1
    Character
    Moon Gazer
    World
    Midgardsormr
    Main Class
    Lancer Lv 100
    So now when there's mandatory downtime that forces me to use spear throw, i have to buff it by elusive jumping in the middle of the arena? Like Elusive Jumping before the m3s knockback towers go off just to do less than a third of what viper's range option dpes
    (11)

  6. #6
    Player
    Barachim's Avatar
    Join Date
    Jun 2015
    Posts
    399
    Character
    Barachim Vandal
    World
    Phoenix
    Main Class
    Dragoon Lv 100
    A wise man once said "A game for everyone is a game for no one." I think that applies to something as simple as Job identity as well. Instead of creating Jobs with strong identities that attract different groups of players, every Job now needs to be able to picked up by everyone and as a result they just all become increasingly more bland.
    (19)

  7. #7
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,359
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Barachim View Post
    A wise man once said "A game for everyone is a game for no one." I think that applies to something as simple as Job identity as well. Instead of creating Jobs with strong identities that attract different groups of players, every Job now needs to be able to picked up by everyone and as a result they just all become increasingly more bland.
    I mean that's a race lost so long ago, it feels like its late Stormblood again.

    Job identity hasn't been a thing since Heavensward, if we're being honest.
    (7)

  8. #8
    Player
    xlsentimentx's Avatar
    Join Date
    Nov 2024
    Posts
    1
    Character
    Kaien Angura
    World
    Midgardsormr
    Main Class
    Dragoon Lv 100
    I registered just to voice my disappointment with the new changes. Dragoon has been pretty much my only job since I first started playing in Shadowbringers. I'd been worried about the rework since it was announced for Dawntrail and was relieved that it still felt good to play once it came out. Although the removal of the double positionals felt completely unnecessary, a fun opening burst felt like it was an acceptable trade-off for losing Spineshatter Dive. And now it's being gutted in a .1 patch.

    There are a lot of things I'm unhappy with when it comes to the state of the game right now, but leveling jobs and playing Dragoon were my reasons for continuing to play. What little excitement I had for the next patch is pretty much extinguished.
    (16)
    Last edited by xlsentimentx; 11-12-2024 at 05:08 PM.

  9. #9
    Player
    Corack4's Avatar
    Join Date
    Jul 2024
    Posts
    1
    Character
    Kuro Ragnaar
    World
    Phoenix
    Main Class
    Dragoon Lv 100
    Its just going to make the job more boring to play. As others have said, pressing OGCDS optimally during mechanics, is one of the few difficulties left in this game. The people that failed to press 3 small buttons in time will also fail to press the one big button in time, and for everyone else that actually enjoys their job(been maining it since the my start somewhere in 4.1) it will just feel way less engaging to have less to press. The DT changes were already a MASSIVE QOL update being able to press nastronds whereever i wanted in my opener, and have to say an actually welcome one, since it made a very busy and fun burst more flexible while still being optimal. but this is just sad. please reconsider (on an unrelated note, still sad i lost my tether instead of lance charge or life surge)

    edit: -I also get its the same or more potency even, but it is about feeling. Nastrond looks and feels great and was with us for quite some time, seeing it less often sucks.
    -ADDITIONALLY it will open us up to more crit variance of singular big abilities instead of spaced out smaller ones. Something i thought they wanted to reduce.
    -If anything if they wanted to make the drg experience smoother they could do with actually giving us an aoe skill before we almost finish ARR or finally giving us some party mit.
    (10)
    Last edited by Corack4; 11-12-2024 at 10:56 PM.

  10. #10
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    287
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Corack4 View Post
    Its just going to make the job more boring to play. As others have said, pressing OGCDS optimally during mechanics, is one of the few difficulties left in this game. The people that failed to press 3 small buttons in time will also fail to press the one big button in time, and for everyone else that actually enjoys their job(been maining it since the my start somewhere in 4.1) it will just feel way less engaging to have less to press. The DT changes were already a MASSIVE QOL update being able to press nastronds whereever i wanted in my opener, and have to say an actually welcome one, since it made a very busy and fun burst more flexible while still being optimal. but this is just sad. please reconsider (on an unrelated note, still sad i lost my tether instead of lance charge or life surge)

    edit: -I also get its the same or more potency even, but it is about feeling. Nastrond looks and feels great and was with for quite some time, seeing it less often sucks.
    -ADDITIONALLY it will open us up to more crit variance of singular big abilities instead of spaced out smaller ones. Something i thought they wanted to reduce.
    -If anything if they wanted to make the drg experience smoother they could do with actually giving us an aoe skill before we almost finish ARR or finally giving us some party mit.
    Actually is it more as 3 Button.
    What am you trying to use in the around 30 seconds of the burst Mode?
    -finishing the standard rotation 1 whole time, what are around 6-7 Buttons,
    -using all the extra skills, that are: 3x Natrond, Maybe wyvern jump, nidhoog summoning, high jump + mirage drive, Star drive+ Star cross and maybe the twin dragons, if they are ready. That makes 10 skills. Together with the rotation are you trying to use around 17 skills in this small window. And in addition comes dodging of enemie attacks and so one.

    The people complained, that the dragoon was to busy and maked fun about it, that one goal of the rework was, to take care of it. But the 7.0 Version maked it even busier.

    The removing of 2 Nastronds isnt much. But at last is it a start. And when i think about it, that i sometimes even forgot to shot the second and third one, is the change something, that whe can at last trying to do. And see than, if its fit or not (i was at first a Fan of the Geirskogul change, but than noticed it, that it doesnt feels correct, because, i want mostly to start with the skill, but didnt allways want to start the burst, up to date does it feels, as if it would be better, if a other skill is starting the dragon soul mode).
    (0)

Page 4 of 23 FirstFirst ... 2 3 4 5 6 14 ... LastLast