I miss shadowbringers DRG, for me it was THE perfect job back then, the rotation was super fun and smooth and had a lot of room for optimization, now I feel like the job is just another melee with barely any identity
I miss shadowbringers DRG, for me it was THE perfect job back then, the rotation was super fun and smooth and had a lot of room for optimization, now I feel like the job is just another melee with barely any identity
Frankly, in this case I don't think they do, and I have plenty of examples for that. As I stated in the initial post, my biggest concern is how the job feels with this change from levels 70-90. Which is to say, it feels AWFUL in any pre-level 100 content now. Forget feeling busy, if you single-weave your OGCDs at level 70 you run out of buttons to press in your burst less than halfway through your bugg timers. If you do double weave it happens sooner, and even at level 90 you can spend nearly half of your "burst window" just doing your basic rotation because the devs have taken away the ability to do anything else. And this isn't the first time they've implemented a job change in a way that leaves a job feeling miserable at an earlier level. Viper's changes have that job feeling empty until you hit level 90. Reaper was implemented in a way that felt not fun until level 80 and has received no change to that. A ton of the tanks and healers are notably missing key tools at these levels, and the devs have shown no interest in addressing any of that. With all that said, I wanted to also address some of the other comments you've made.
"content gets harder every expansion and on top of that they add more complexity to the rotations"
This literally doesn't happen. This Savage tier was one of the easiest in a very long time, and jobs always get some amount of pruning (as did DRG going into DT) to ensure that to the devs' standard the jobs remain at a similar level of complexity from expansion to expansion.
"I think the real minority is people who want this game to feel like a job." "...the jobs should just feel good to play without needing to make them require a PHD to execute the rotation consistently."
If needing to press buttons faster for 20 seconds every two minutes "feels like a job" or "requires a PhD" in your eyes that really does seem more like a problem with you, plus there are plenty of jobs that do not have that playstyle that you can try. DRG is the job that has this identity, and clearly it is an identity that its players very much enjoy.
"There are very few people who enjoy the experience of "just getting by" with "non-optimal" play."
Pictured above: a person who has never done an expert roulette in their entire life lmao
"most people don't want rotations designed the way the people who primarily post on the forums do."
I think you missed the sheer number of replies to this thread that start with "I don't normally post on the forums" or even "I made a forum account specifically to express my concerns about this." People are coming from other places to make their voices heard, because the forums are the one place the devs actually look at feedback.
I applaud HeavenlyArmed's patience but I honestly don't see much point in debating with "Dragoon level 92" who has never tried the rotation at 100.
Like... please try the rotation before deciding you know better than all the people who have played the class?
I find this change genuinely so hard to understand, part of what made Dragoon fun and unique was that it had so many buttons to press. Limiting Nastrond to a single use per Geirskogul doesn't enhance the job's game play in any way, it just makes it more simplistic and less fun. Dragoon being as good as it was in 6.0 was one of the main reasons I played the game. The job was fun then, it was fun in 7.0, although I think the changes made to the job in 7.0 were also unnecessary. But these changes to Nastrond are a definite step in the wrong direction and make me want to not play the job at all. I really hope that this change is reversed as soon as possible, and we get 3 charges back. As others on this forum have said, a potency buff does NOT make up for a loss in button presses that make the job actively fun.
HikariKurosawa is a known forum troll. He had to have basic concepts of DRG explained to him in a previous thread where he was running his mouth about things he didn't understand. Just ignore him.I think you missed the sheer number of replies to this thread that start with "I don't normally post on the forums" or even "I made a forum account specifically to express my concerns about this." People are coming from other places to make their voices heard, because the forums are the one place the devs actually look at feedback.
Player
I literally cancelled my sub as soon as I found out about the change. I'm able to keep posting because I did have a 180 day renewing sub ongoing, and happen to have a fair bit left. But have I logged in since Tuesday maintenance? Nope.You know when you unsub it gives you a prompt to explain why you're unsubbing right? Who are they going to consider, people who remain subbed while giving kneejerk reactions on the forums, or people who unsub and explain why they are unhappy with the game in the space provided to voice your reasoning for unsubbing?
I almost guarantee none of the people complaining in this thread are going to unsub from the game as a result of these changes. You'll throw a little fit, adapt, and realize that the devs actually know what they are doing and it is better this way.
And the prompt for why you're quitting is laughable, they don't give an 'Other' option with text box to leave a detailed response as to why you're quitting. The closest you can get it 'I am no longer interested in playing'.
I won't even consider resubbing unless they start reverting this change and a plethora of others that are taking jobs, not just DRG but all of them frankly, down this road of them becoming the same 1-2-3 with different animations and 3 oGCD's to press in their designated two minute window. Homogenisation and oversimplification is killing this game.
I and a lot of others I'm sure have faith in the Devs in most areas, but clearly job design isn't one of them.
Last edited by didykist; 11-14-2024 at 08:26 AM. Reason: checked options for feedback on cancelling sub
Posting for the first time to agree here. It's just notably less fun to execute burst with this change, and it should be rolled back.
A lot of the enjoyment I got out of DRG came from balancing the busy burst with fight mechanics. It may not be my main job, but the busyness along with the extra wrinkle that came from fights like DSR, needing to frantically weave and retarget to aim all of the cleaves, made coming to grips with it genuinely some of the most fun I've had playing XIV.
Much as I want to be optimistic about what they're going to cook up with the job reworks down the line, it shouldn't need to have its kit pared down so long before they plan to add anything new. I'd rather keep it as it was pre 7.1 and be excited about how they'll shake things up in 8.0 than dread each patch taking away something I value from the job as it currently is.
That's fine and all but it's not your game, it's the dev's game. You're free to make your own mmo that has annoyingly complex and busy rotations. That's not what sells though.
Most of these decisions are made in mind with catering to the majority because that's how you make financially successful games. The stockholders wouldn't allow changes to be implemented if they weren't going to increase the financial success of the game.
This is capitalism and it's good, because it is a system where the majority rule. Maximizing how many people are happy with the game design should always be the goal, who cares if a minority of people are unhappy because they lost the complexity they desire. Most people don't desire that. Create your own game.
Last edited by HikariKurosawa; 11-14-2024 at 10:31 AM.
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