DRG oGCD should all be ranged/jumps

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I know all the noise is about VPR changes at the moment but I'd like to add my official forum feedback regarding DRG.

I've long been equal parts curious, worried, and excited for the DRG rework. A job that has for the most part seemed quite complete and comfy for a while now. When we finally saw the 7.0 changes it was perplexing as it wasn't much beyond we lost our potency gap closer for a zero damage dash but gained some pretty follow up attacks in their place with the explanation of 'DRG is too busy,' yet we still ended up in the same place with the same number of weaves at end game.

Let me first say I find DRGs consistent GCD rotation with fun oGCD jumps woven at burst the core of what makes DRG fun. I'm not going to argue about Eyes or positionals here, though I do think the reduction of damage dealing weaves from earlier levels in exchange for end game ones was an odd choice that makes me wonder if jobs are tested at all on lower level content...

My main issue is this: DRG is a highly mobile job, it's has a mixed melee/ranged feel that fits well with it's aesthetic. The idea that a boss moves and we can dive in at the right moment with a simple weave while smashing it makes the job feel dynamic and exciting. What I was hoping from 7.0 was a further embracing of this.

This is a long way to say that Starcross, our follow up to stardiver, is a weird melee hit with no movement or range at all. At least Rise of the Dragon has range, Starcross becomes the odd one out and feels bad for it. Let Dragoons be mobile and jump more, not less please.

Thanks

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