You can like this comment by user giringo in the JP forums. This person is complaining that they made the job simple and boring.
You can like this comment by user giringo in the JP forums. This person is complaining that they made the job simple and boring.

Square, please reconsider. oGCDs were DRGs thing as well as jumps and you keep taking both away. I was worried about the rework before DT and so happy when the worst fears didn't turn out true.
Guess it's time to go play gunbreaker in the meantime after all while it still has the weaves...
I am not really a forum poster but i have to express my disappointment in theses Nastrond changes.
This is DRG identity, a job that LOVES to be busy weaving oGCDs and taking that busyness away is a terrible move for level cap FUN (i prefer 3 Nastrond stacks of 100 potency that 1 stack of 1000 ngl) and early levels rotation making the job almost braindead and 50% less fun before 80 (rip my UwU prog on DRG)
Since XIV team pointed that 8.0 will deepen job identity this is a huge step backwards and we, actual DRG players, would love for this changes to be reverted.
What is the problem?
The people complain, that the drg is to busy in his burst time.
The only 2 solution would be, to increase the timer. Or, to reduce the usable skills.
They choiced the second one. And for me does it looks ok.
Good, its true that whe has less to use in early lvl with that. But for 90+ is it now enough. Esspecialy, with the potency increase, to cover up the missing ones.
Maybe, they could have reduced it to 2 times, as a middle ground. But for the moment does the change looks ok (its more funny for me, that the spear throwing skill has now a combi with our back jump).
Who was the people exactly? I didn't see any DRG mains complaining, a heavy burst window was the only identity this job had left now it just feels like shit to play and adding potency doesn't make up for a job getting lobotomized when it feels bad to play.


In this very thread are people happy with this change.
Whether you personally agree or disagree with the changes it's important to keep in mind that the playerbase is not uniform.
I don't see a single person in this thread saying they're happy with this change apart from "And for me does it looks ok.", are we reading the same thread?
I couldn't care less if the playerbase is not uniform no one who plays DRG was complaining, the change was unwanted and unnecessary and just takes away things from the job without adding anything new. It's a direct downgrade and makes the flow of the job feel worse but feel free to be wrong about everything, maybe get your eyes checked!


I did not say that, and you'd do well to not try to charge windmills.
It doesn't take a lot of experience with MMORPGs to understand that if you are talking about such stuff as we are here, we are all in the top % of player performance for whatever we're talking about. The vast vast vast majority of the playerbase is far far FAR worse. And as a developer, it's a constant struggle between developing for the top end players that are vocal and let you know what they want and the actual mass of the playerbase that are your big income stream.
Do I like the Dragoon changes? No.
Do they make a difference to me personally? No, because I thought the job was so bad before already, this just makes no difference. 0/10->0/10, basically.
Does that make the changes good? Of course not.
Do I assume that there's a TON of players who now do significantly better with this job? Yes, and you know that's true, too.
Where?
I don't main Black Mage. I don't like the way it plays. Should any of my feedback be weighted the same as somebody who mains it? Player sentiment will never be uniform, but they need to figure out who to actually listen to. A good start would be to filter out any complaints about having too many buttons to push. Unless it's about legitimate button bloat, which wasn't the case here.
Btw, I do not complain about Black Mage, I just play the job that is more in my ballpark. And those unfortunately keep getting neutered over and over again.


I mean, if we're trying to be specific, yes? In a certain way? Like, that main can't tell people good information about why someone wouldn't want to play Black Mage, which you can do. Vice versa, you can't tell people about how Black Mage plays in M4S, which the other person can do. Both are, in their own ways, important data points for a developer.
But that's also super not the point and we're going more and more offtopic. I don't know why they did this either, I would assume because they see some stats they have access to that tell them either or both of:
* Too many people try dragoon since Dawntrail that didn't play it before, and drop it again shortly.
* Too many Nastronds are not used and "missed", or too many triple-weaves happen.
That's about the only explanation I could come up with, because it feels random otherwise. However, importantly, there will be a reason. Devs got more than enough ways to appear busy if they want to, they wouldn't start making job changes just for the lulz. I just have no clue what the reason would be unless it's what I wrote above.
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