These changes are so out of touch I saw someone post it on social media and thought they were a joke at first. It feels like they asked an AI how to make the adjustments. Genuinely, what were they thinking?
These changes are so out of touch I saw someone post it on social media and thought they were a joke at first. It feels like they asked an AI how to make the adjustments. Genuinely, what were they thinking?



"How dare you have fun with your job!? We're pruning it!"
I'll give healer a try up until level 100. If I do not like it, I'm off the role, entirely.Was this what Yoshi P wanted for people like me? Did he assume we were too foolish to take any semblance of complexity? How could such an allegedly open developer act so dismissive towards his own players? The flavor of the jobs I loved so much throughout the franchise were mere husks of themselves. What was once a magical world peeled away to reveal a sterile room of four walls. No imagination, no challenge, only accessibility for the sake of it. I didn't feel welcomed, I felt betrayed.
What you say about the pre 7.0 drg is only a taste thing.
Its the correct way of square, to let us use dragon soul from the start now.
Because, every (or nearly all) classes was able to start with a full burst at the start of the battle. Only the drg was not able to use its burst at the start. He was even off-time to anyone else. Or, had to hold back and used a non-logical rotation (logical way, the game teached you was "high jump -> mirage dive -> Geirskogul, after 2 times did you started the dragon soul, but, all buffs runned out at that time, you needed to start with Geirs, than the jump and had to wait around a minute or 2, to go into burst). The dragon eye was even a pain, with selecting a target as a Partner mid-fight.
To change it to the Instant start was the correct way.
The only things i would change is, to use a other Button to start the burst mode. I want allways to use geirs, but not want to start the burst each time.
Maybe, they should changed the dragon eye skill to the kind of skill, that gives you the needed ressources at ones or start the Mode without the ressources.
Its true, that they could do it in other ways. But in overall is it ok, with what they are doing (maybe set Nastrond to a 2 charger). Let them test this for now. Whe saw with Star Cross, that they listen sometimes to the people.
WHM and BRD didn't have all their kit in the opener and neither did gauge jobs like RPR, RDM or now VPR, whose normal 2-minute bursts diverge from their openers.
There's nothing wrong with jobs building up their power over time. Why should all of them burst the same way all the time?
DRG simply built up its damage and nothing was lost in any case: the amount of LotD windows was exactly the same as it is now, with the last LotD used depending on the KT of the encounter.


No thank you.What you say about the pre 7.0 drg is only a taste thing.
Its the correct way of square, to let us use dragon soul from the start now.
Because, every (or nearly all) classes was able to start with a full burst at the start of the battle. Only the drg was not able to use its burst at the start. He was even off-time to anyone else. Or, had to hold back and used a non-logical rotation (logical way, the game teached you was "high jump -> mirage dive -> Geirskogul, after 2 times did you started the dragon soul, but, all buffs runned out at that time, you needed to start with Geirs, than the jump and had to wait around a minute or 2, to go into burst). The dragon eye was even a pain, with selecting a target as a Partner mid-fight.
To change it to the Instant start was the correct way.
The only things i would change is, to use a other Button to start the burst mode. I want allways to use geirs, but not want to start the burst each time.
Maybe, they should changed the dragon eye skill to the kind of skill, that gives you the needed ressources at ones or start the Mode without the ressources.
Its true, that they could do it in other ways. But in overall is it ok, with what they are doing (maybe set Nastrond to a 2 charger). Let them test this for now. Whe saw with Star Cross, that they listen sometimes to the people.
While Dragoon getting full burst at the start of the fight is a good change, losing Nastrond charges will *never* be good - and you are trolling or hate fun if you think it is.
Give me more Keeper of the Moon rep!
Im not trolling.
Im simply doesnt care that much.
Whe have keeped the dmg of the 3 shots (one shoot merged with the first one and the second should have switched to the Star skills). And they stated allready, that they wanted the burst to be less busy. This change is exactly, what that would mean.
I only had the chance to do 1 dungeon this week, and have not much experience with the new drg yet. But from the first look does it looks to be ok.
Its true, that it feels, that whe are missing something now (reason, why i stated, that whe maybe could have 2 charges). But at the same time does it feeled nice, to have a bit less to do in the burst Mode. I can now focus more on the normal rotation and dont forgot to shoot the last or the last 2 shoots anymore (happens sometime).
But, the downside is, that you have now to positionate your chara more correctly, as before, because you only has 1 shoot for the line attack. And, it is possible, that i change my mind later one (the busy work was one reason, why the class feeled fast). But for now am im willing to test the current Version.


That's another criticism I have which also matches the 2 minute meta criticism that I have. Because Nastrond is condensed into one hit you also get severely punished for messing it up. Either by missing targets or by missing buff windows.
The same way that deaths cuck you hard because now you have your burst outside buff windows.


Not just this, but it's also a change that pushes even further into the more unhealthy aspects of the two minute meta design. This is a single skill, that is not a guaranteed crit or direct hit, with very high potency. So as opposed to the previous design, where the damage was spread out amongst multiple hits that are more likely to average out over time, we're more subject to damage variance that is entirely out of our control as players which is not healthy for the overall balance of the game.That's another criticism I have which also matches the 2 minute meta criticism that I have. Because Nastrond is condensed into one hit you also get severely punished for messing it up. Either by missing targets or by missing buff windows.
The same way that deaths cuck you hard because now you have your burst outside buff windows.
I doesnt care much about, if whe now shooting that 1 skill 1,2 or 3 times.
This one skill doesnt represent the whole class (even when i like it).
3 shoots was the right number in Shb/EW times, because whe doesnt had anything to shoot, after whe used Star diver.
Now, have whe up to 5-9 skills in around the same time frame (wyvern jump+Nidhoog, High jump+Mirage dive, Star dive+Star cross, 1-3 Nastrond). Removing 2 Nastrond simply doesnt look that important. Whe keep that skill. Its only less of them. Its fit the system, that each skill is 2 attacks (Geirskogul-> Nastrond = 2 attacks).
Like i stated allready, does it feels differently. But its not bad. The time will show, if a second charge would feel better. But 3 shoots arend needed anymore.
Its simply a change, that happens and where im willing to test it (and my opinion has the same right to be mentioned, as yours). As long as whe dont loose the skill completly, will i probably not crying about it.
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