@@solisimperium1203 while i sorta agree, the 'identity' of jobs is more of the unique aspects of them imo. i think they have said they are going to focus more on job identity in 8.0. that being said here are some of the 'identity' i see the jobs as DRG has its jumps, MNK has its stances, NIN has its mudras AST has its cards, SCH has its fairy, WHM heal machine PLD more defensive with some magic, WAR is more offensive BRD plays its songs, MCH blat blat SMN summons things, RDM jack of all trades + dualcast giving jobs similar abilities that arent part of that 'identity' is fine imo (but yes they should have made this new dragoon mobility some sort of jump) that being said if they want to balance the game so every job is viable, i think they need to make all the jobs feel similar. the way fights are designed would also play a big part of it as well, which we see that currently. so we have to ask ourselves, would we rather have all jobs balanced but feel similar to play? or every job unique but there being strict metas (like in HW) for end game content. pictomancer is EXTREMELY unique with its identity...but it still has its burst windows just like every other job and a gauge similar to most other DPS jobs for balance sake im fine with how it is currently (even though i dont like the idea of the 2 minute buff windows, im not at end game to really understand the whole thing). but if it was possible for them to balance every job being completely unique, i would take that in a heartbeat
@@red5robb1 i agree with you a lot of what you said but i loved the unique nature of the jobs in HW. its just personal opinion i guess. everyjob feeling the same is boring. I really wish in 8.0 they just make the jobs play styles actually distinct and unique from each other. dont homogenize everything. like when i play a drk i dont wanna feel like im playimg warrior, or any of the other tank classes. they kind of remedied this by making dark knight not spam blood spiller like warriors do with fell cleave. cool but i want them to go further in making every job have a unique feel and playstyle. now that i think of it, i think its mostly the healers and tanks that have this problem.
I want to say that the shift toward zero-damage gap closers is a way to take moves out of your burst window, and encourage you to use them as actual gap closers.
@@SwRRt3 It's not about the turning at all, it's that many situations you want an additional gap closer to maintain combo uptime, but using Spineshatter out of your burst just feels bad.
They took our Dragonsight tether, now they removed the ability completely. Also, the new gap closer is yet another boring slide. Why not make it a reverse "elusive jump" like a big front flip to the target? Way more interesting.
@@RinBanana It's honestly the best videos I've seen for the class changes and showing off the abilities without a bunch of bloat. Maybe make a compilation where you just cut off the intro
As a main Drg , Drg stills the same as ever, lost 2 charges of Spineshatter but gained 2 new OGCDs + Dragon sight now activates every minute at the same time of Geirskogul, is the fucking same just a bit easier than before.
Honestly biggest loss is the 60 second Geirskogal cd gonna make filler more boring and no gaze to manage or plan around. The rest of it is a huge gain for the burst and for movement. Kinda just wish they’d solved the burst initiation issues in a different way.
So Square did mention these changes were to allow growth in the future. So, probably expect some form of upgrade for the High Jump > Mirage Dive combo next xpac. They should actually just combine the buttons also.
@@PH03NIX96 You now have the option of combining Mirage Dive with Jump or leaving them separate. Plus, now we can *choose* to have a short recast lock-out so you can't accidentally triple weave Mirage Dive behind accidentally. Choice is the best for everyone.
I'm a tank main, but Dragoon is my main DPS. All these changes only confirm it is going to stay that way. I can get rid of Dragon Sight-macro and I no longer have to worry about getting Spineshatter Dives during bursts, which always gave me trouble.
Yeah my issue with dragon sight macro is how clunky it felt and often I end up going wtf why isn't my gcd combos working and I realise I'm still targeting the party member which makes my litany barely come out in time... Sometimes my focus player just disappears aswell making my macro not work which absolutely ruins my burst windows 😂
@@Naoto-kun1085 Bruh every job in this game is already beyond easy, we don't need any "quality of life" changes, people should aim for getting better instead of asking for handouts
I can live without damage in my gap closers, I'll even accept Dark Knight's changing from a leap to a dash... but changing a Dragoon's jump to a dash is just blasphemous, lol.
I was going to mourn Spineshatter, fearing it would make the job less busy, but thankfully it got functionally replaced by these new Dragon fire and Stardiver continuations. Would have hope for Dragon Sight to be made more easily useable, not straight up deleted, but overall the job seems like a simple polish of what was already almost perfect :)
The moment they removed the tether on dragon sight, I saw no reason for it to continue existing. That being said, neat we get an improved buff out of it, twice as frequently now though.
The only thing im sad about: I want dragon eye gauges. I want more dragon eyes. Whe had power from Nidhoggs eye. Whe have power from his brother. I want the eyes of all the other high dragons to. Make me the super azure knight.^^
I had to laugh when you said there was "no more sharing" with Dragon Sight. Estinien would like this change. Still don't know about the 'upgrade' to the nonpositionals from Fang and Claw/Wheeling Thrust. It just kinda plants you on the rear of the enemy with Chaos Thrust. I enjoyed the catharsis of moving around the enemy. It made my movement feel a lot more meaningful.
Honestly trying to understand why they don't just leave dedicated positional melee jobs in the game, and offer non-positional melee jobs for people who hate them. Tired of constantly fighting for positionals' right to exist as what I see as an enjoyable mechanic, while people (mostly non-melee mains) complain about wanting them completely removed. The attempt at pandering to both sides by reducing positionals until almost none are left doesn't feel like the right answer, personally... All Drakesbane does is add one more GCD button to the hotbar, when F&C/WT were fine as-were.
My guess is in 8.0 all positionals will be completely removed from all spells/actions. Melee will get a new mechanic where hitting a positional grants a generic buff instead. Probably something like 5% damage and 5% attack speed depending on rear or flank, lasting 30 seconds so you don't even need to think about refreshing it. And North Star will get a 3rd charge making it trivial.
I'm a caster main who enjoys positionals on melee. It's exotic ;). But I'm resigned to seeing them go. When I leveled my first melee jobs I remember wondering why dungeon bosses twirl around so much. Things I never much noticed as a caster unless the boss was aiming at me.
I hated Dragonsight! This is a great change. I had a macro to apply it to whoever, I might just as well have been applying it to my cat for all the thought I put into it.
For the Life of the Dragon trait, it says it upgrades Blood of the Dragon to Life, but I see no mention of Blood at all. Did they do something to Geirskogul before the trait?
looks like blood is back but as the pre 70 life window that you get when you get Geirskogal, guessing that it will just have the damage buff but without the nastorond stacks you would get in life.
It amuses me just a little how starcross is described by you as incredibly 700 potency.. when all other melee jobs big hits are like 1000-1300 potency, and casters are in the ballpark too. Still, it looks really cool.
Dragoon is gonna have a 1.39x multiplier during all of its LotD windows. That 700 is closer to 1000 now, and stardiver isn't far behind....3 nastronds is 1500 potency with the multiplier.
Why is the gap closer 60 secs kinda goes against the point especially because monk get 3 charges on 30 second timer that can target allies and looks cooler
DRG also technically has other gap-closers in moves like Stardiver and Dragonfire Dive as well. I also assume from the way it looks, Starcross will also be that way so they likely didn't want DRG having in insane amount of closing options AND having a low cooldown.
Either it’s a typo OR since it’s basically the combo action from Stardiver they assumed you would already be in range? But then what happens if you have to disengage though. Hopefully it gets changed or clarified
Does our Lance Mastery trait still make our 5th combo deal 100 additional potency? I saw the fang/wheeling potency was 340 and that makes it 440 with that trait, the exact same dmg as Drakesbane. I'm hoping Drakesbane benefits from that passive trait or it feels a bit overlooked to me.
Currently level 99 with dragoon and while I am enjoying the changes in general, I gotta say the potencies of its oGCDs do have me concerned, especially compared to the amount of big numbers that the other melee DPS get. Am I missing something or is dragoon really just lagging behind?
Wait so its now True Thrust -> Lance Barrage or Spiral Blow -> heavens thrust or chaotic spring -> wheeling thrust or fang and claw -> drakesbane (used to be raiden thrust?)...? Did the remove the position requirement from wheeling thrust/FnC to proc drakesbane? if so, whats the point of choosing one or the other (FnC vs Wheeling thrust)?
Wait wtf?!? People actuallt hate the dash?!?! That looks so good. It has a whole dragon head at the end while you do a thrust so powerful it launches you forward. I dont even play dragoon often but thats pretty sick.
It’s not bad, there were just soooooo many other better options they could have gone with like a front flip. They could have just given more elusive jumps tbh. Most DRG mains can use them proficiently and prefer not having to target in order to evade. It is FAR more versatile and relatively easy to get a hang of. I’m so salty lol
IIts fun but...DRG is about FLOW. It now has too many buttons that do just nothing. Mirage Dive is just that weird button you press after you jump. Wyrmwind Thrust is the annoying button you press every few combos. "You can press these combo buttons to fail your combos intentially" Why? Like DRG is funnest when its ogcds are up and things build up into another. Just seems like an oversight that can get annoying after a while. Id like Wyrmthrust to be 30s and give a stack that boosts the strength of the next Fang and Claw/ Wheeling Thrust.
Glad about dragon sight. On paper it was cool, but it's annoying to have to target an player mid battle. I would have preferred if you could pre mark players, sort of like dancer. So whenever you use it, theyll just get the buff. i shouldn't need a macro to replicate that
To be fair, the macros are there precisely for the reason you describe. And it's the mark of a good player when they know how to macro their abilities, and not just use it for ASCII emotes in chat.
@sweepingtime disagree 100%. Macros aren't a sign of a good player, but not bad. It usually worse than self inputs because you can only space abilities with .5 increments. I can't think of any job that benefits from macro vs self play
On one hand, I'm glad I no longer have to use a macro to cast Dragon Sight on the target ally of my choice because the ability doesn't exist anymore. On the other hand, it sucks we lost another unique ability, especially more fun when we had the tether visual effect.
I had no trouble double weaving it without using a macro. I just use F1 to target "last enemy" and weave in lance charge and dragon sight while targeting my dps partner using usually f2 or f3.
RIP dragon sight, easily my favorite damage buff in the game. It actually felt like a meaningful button to press rather then just "oh, its burst window time". And sure, its only mechanic was giving the other eye to a party member, but golly, it felt like I was actually doing something.
Out of curiosity, is this "I was lucky enough to receive..." intro something that's on contract or something when you go to the media tour? Every person seems to have more or less the same exact intro to these media tour videos. Down to almost the same exact wording. Like now I'm imagining Yoshi saying "okay look, you have to say you were lucky".
@@strictlybananas That's not the point of the post, don't be toxic man. The point is that people are saying more or less the exact wording every time. You can be grateful but different people will tend to use different wordings. When everyone is saying the exact thing one tends to wonder. Again, don't be toxic.
@@volantblade2024 All of those are bound to your burst. The thing that is valuable is readily available movement, so merely elusive jump. Thats why they removed the dmg on so many jobs' gapclosers.
As a DRG main since ARR I am beyond ecstatic that we can finally participate with our burst in the opener and use our burst more readily in open world content with these changes.
Dragon sight gone is great. Geirskogal being 60s makes me sad. Loss of jumps and given generic dash also makes me sad. Aside from that, the new changes are overall great. A new finisher to fang and wheeling to give some kind of breather away from back to back positionals is quite nice.
I was dismayed when I heard we were losing Spineshatter AND dragon sight, but your video has given me hope that I'll still find it fun. I will always be a bit upset that the gap closer isn't a jump though. It should be a jump. :)
Good riddance to having to share dragon sight, it was a bitch on a controller. Although spineshatter is a good gap-closer, if used your burst will either take a damage penalty or time penalty if you like keeping your cooldowns organized; all-in-all it is one I’m ok with loosing. I’d have been perfectly fine if they would have just given us 2-3 elusive jumps. I main DRG and when I switch to RPR I would spun around and shoot straight forward off a cliff; had to flip the dashes around lol. I still spin around with other classes when I use my dash; it’s a force of habit at this point. If I had the executive order on that then we’d have 3 elusive jumps and no silly cha-cha slides. Most DRG mains are proficient with elusive jumps and didn’t ask for dashes. Or at least make it a front flip. The slide is meh. Not surprised life surge stayed tbh. I think it’s there for balancing purposes. Not sure on that though. But I am truly happy to see Dragonfire dive get an upgrade. When I first heard about the reworks that was one of my biggest complaints. Overall, not bad. Still want those extra elusive jumps though and glad to hear there is still some weaving going on to keep combat more interactive. Also, did they say if you can unlock your AOE’s at lower levels? That is a HUGE problem especially with DRG.
Dragon Sight was janky in execution, so good riddance. Instant Life on Gierskogul is a net positive, but I get why people mind. The lost 5th GCD position is a shame, but I wonder if that's in return for losing Sight's free positionals.
R.I.P DRG. The "changes" killed what made DRG. This DRG main is going to have to say goodbye to it. I disagree with everything said in this video. Its a high skill ceiling job and it should remain as such
Probably because Dragoon used to have 3 separate buffs which is something fairly unique for a Melee so we don't need to lose the ones that weren't annoying to use.
@@Alenara12349 None of them are annoying to use... you can always just self target dragon sight if you find ally targeting to be too fiddly. And having 3 buffs isn't really unique, Monk has 4 (RoF/RoW/Brotherhood/PB), and Ninja has 3 (TA/Mug/Bunshin).
@@gackybass I wouldn't consider Bunshin or PB to be the same kind of Buff i was taking about, and i was referring to using Dragonsight Correctly, as in getting the full value out of it, obviously you could just not target someone else but then you are wasting part of the effect.
For the people whining about DRG's gap-closer not being a jump and needing to be, jesus christ how many jumps does DRG need to have? I know Jump is iconic to DRG in FF, but it's not literally the only freakin thing they do. There's already Jump and High Jump, Dragonfire Dive, Stardiver, and Starcross. I think that's plenty. For people who think Jump is DRG's entire identity because they've only played FF14 and no other FF games, it's not.
They had 4, now it's down to 3. Besides, Dragoons entire shtick is jump, why make the gap closer not a jump. Not even a such frontflip to mirror elusive jumps backflip.
A job where they gave the person can leap miles and into the area and harnesses the power of dragons makes sense but got forbid he gains the ability to lunge forward no thats just crazy
Still too GCD heavy, still too much to press. Sounds like all they did was free up a positional, swap around couple button presses and allow you to mess up Wheel/Fang cause you went too fast. Removing Spine Shatter for a dinky looking dash with 2 changes feels bad. Life Surge still adding to the bloat along with other stuff. I still hate life of the dragon as it feels so bad going in and out of that mode constantly to do anything meanwhile you get forced out in a cutscene or when the fight forces you to stay away too long. DRG still need an overhaul that focus more on being thematically correct and not a lancer with a bunch of flashy yet underwhelming moves named after something dragon related. Another pass.
actually glad dragon sight is gone its what killed the job, and my then-main for me as a controller player alternatively they couldve made it like dance partner or just make it a second battle litany, but hey
@@solisimperium1203 it was cool in theory, big agree but having to select a party member mid burst, or needing like 3 different macros for it, was/is not fun for controller players (at least the ones i know) then you also had the pain of people just using it without targeting a party member, which just makes you wish the tether was still there so you could wrap it around your neck and high jump when they removed the visual tether, they shouldve just changed the way it worked imo (like a 2nd litany, as mentioned before) i dislike how everything gets dumbed down in the game, but there is a huge difference between dumbing something down and making something thats just a pain to use, not pain to use
@@Leon.262 I mean making a macro for it was a great workaround for me as a fellow controller player. But having to macro it to make it usable didn't feel great
@@tatersalad76 i didnt play too much drg since dragon sight was added (was my main before), but i also used macros when i did play it it was just too annoying for me to have a 4 party macro, an 8 party macro, and the normal button just in case the macros would hit a dead person and macros in general feeling bad, but yea
@@Leon.262 its really only a pain for controller users. and i also hate how the game has to involve controller players since they are limited vs pc player uggh
No eyes is perfect for us controller players, having an ability that needed to be double weaved on a macro was impossible. Also the reduction of positionals is so good. Definitely gonna try dragoon again for dawntrail
@SwRRt3 more like it's impossible to do it well on a controller as you had to double weave it with a macro, even less with bad ping. I'm not sorry it's gone at all, and it's not the identity of the job. The dragoon FF identity is based on jumps and they kept that and gave us a better one this expansion replacing spineshatter.
This just looks like a huge EW downgrade, the eye removal is horrible. Loss of 1 positional is lame, Rise of the Dragon looks like a spell being casted, Starcross has got to be the ugliest vfx in the game, I mean those flying rocks look like they were reused PS3 textures and it looks as a whole we're gonna be jumping less in general. And all falloff was increased to 50% while most other jobs get to keep huge pot aoes with zero falloff.
Nah mang, it's that the *damage buff* from it occurs naturally when you enter life now. (Which happens with every geirskogul, every 60s now). Life lasts for 20 seconds instead of 30, so it's the same length of time as dragon sight was. Eyes are gone gone. No selecting partners, no eyeball icons, nuffin.
@@SwRRt3 how am I gonna make my co melee feel special now? lol. I do understand why they got rid of it tho. If you don’t have a macro set for it it’s pain
My only complaint with new DRG is that it's gap closer looks like a dash and not a jump. Flavour fail personally.
They could have totally used the air dash animation from the Shadowbringers trailer.
yup and once again they keep insisting on stripping the identity of the jobs
@@solisimperium1203 while i sorta agree, the 'identity' of jobs is more of the unique aspects of them imo. i think they have said they are going to focus more on job identity in 8.0. that being said here are some of the 'identity' i see the jobs as
DRG has its jumps, MNK has its stances, NIN has its mudras
AST has its cards, SCH has its fairy, WHM heal machine
PLD more defensive with some magic, WAR is more offensive
BRD plays its songs, MCH blat blat
SMN summons things, RDM jack of all trades + dualcast
giving jobs similar abilities that arent part of that 'identity' is fine imo (but yes they should have made this new dragoon mobility some sort of jump)
that being said if they want to balance the game so every job is viable, i think they need to make all the jobs feel similar. the way fights are designed would also play a big part of it as well, which we see that currently.
so we have to ask ourselves, would we rather have all jobs balanced but feel similar to play? or every job unique but there being strict metas (like in HW) for end game content.
pictomancer is EXTREMELY unique with its identity...but it still has its burst windows just like every other job and a gauge similar to most other DPS jobs
for balance sake im fine with how it is currently (even though i dont like the idea of the 2 minute buff windows, im not at end game to really understand the whole thing). but if it was possible for them to balance every job being completely unique, i would take that in a heartbeat
@@red5robb1 i agree with you a lot of what you said but i loved the unique nature of the jobs in HW. its just personal opinion i guess. everyjob feeling the same is boring. I really wish in 8.0 they just make the jobs play styles actually distinct and unique from each other. dont homogenize everything. like when i play a drk i dont wanna feel like im playimg warrior, or any of the other tank classes. they kind of remedied this by making dark knight not spam blood spiller like warriors do with fell cleave. cool but i want them to go further in making every job have a unique feel and playstyle. now that i think of it, i think its mostly the healers and tanks that have this problem.
@@solisimperium1203you have like 11 buttons on dragoon that involve jumping, your job arnt losing there identity by adding one skill that isn’t a jump
I want to say that the shift toward zero-damage gap closers is a way to take moves out of your burst window, and encourage you to use them as actual gap closers.
pretty much
we always had elusive anywho... but I guess turning around is hard for people?
@@SwRRt3 It's not about the turning at all, it's that many situations you want an additional gap closer to maintain combo uptime, but using Spineshatter out of your burst just feels bad.
@@SwRRt3yep right off the edge of the arena
@@crazymage5316skill issue. I’ve saved too many pulls to count with my elusive. Far more than I’ve goofed by jumping off. :P
They took our Dragonsight tether, now they removed the ability completely. Also, the new gap closer is yet another boring slide. Why not make it a reverse "elusive jump" like a big front flip to the target? Way more interesting.
Because they're intent on ruining the game.
Because ff players are absolutely bad at the game and they want things to be easy and simple.
@@yoloparrot42found the salty one
I’ve listened to this same intro so many times already, I could probably recite it lol
Sorry! It was the only way I could imagine getting 21 of these done in 4 days
@@RinBanana oh it’s totally fine, these videos are great summaries. thanks for making them!
@@RinBanana It's honestly the best videos I've seen for the class changes and showing off the abilities without a bunch of bloat. Maybe make a compilation where you just cut off the intro
WHYYYYYYYYY IS THE DASH NOT A JUMP. YOSHI P HOW DID THIS NOT CROSS YOUR MIND WHEN MAKING THIS!!!!!!!!
We already have like 90 jumps
I guess it's because it would be weird to jump without doing damage.
@Narlaw1199 they could have given it a frontal summersault like elusive jump but frontal. Reaper already does this with the hells ingress and egress
@@MrCharly780 True, I was trying to guess the reasoning, but they could have just as easily do as you say.
because the top 0.1% will complain about animation lock again
I cannot believe life surge survived
2 stacks too
@@RinBanana I'm legitimately shocked. When they first started talking DRG rework I felt like that button was the first to go lol
Notably, Drakesbane and Heaven's Thrust are the same potency, and I think this is intentional so that we have a lot opportunity to use it optimally.
To be fair, now that Drakesbane is the same potency, its actually way better now
Wdym they can’t remove it that’s their defensive tool 😂
As a main Drg , Drg stills the same as ever, lost 2 charges of Spineshatter but gained 2 new OGCDs + Dragon sight now activates every minute at the same time of Geirskogul, is the fucking same just a bit easier than before.
Honestly biggest loss is the 60 second Geirskogal cd gonna make filler more boring and no gaze to manage or plan around. The rest of it is a huge gain for the burst and for movement. Kinda just wish they’d solved the burst initiation issues in a different way.
As a main of Drg, seems completely ruined.
@@yoloparrot42with you. DRG is dead at this point.
@@yoloparrot42 how
@@jaceh5109 nah it isn't
Are (High) Jump and Mirage Dive just oGCDs now with no other effects?
Correct. Just plain damage.
So Square did mention these changes were to allow growth in the future.
So, probably expect some form of upgrade for the High Jump > Mirage Dive combo next xpac.
They should actually just combine the buttons also.
@@PH03NIX96 they did at one point. People complained and they reverted it :/
I was not one of those people.
@@PH03NIX96 You now have the option of combining Mirage Dive with Jump or leaving them separate. Plus, now we can *choose* to have a short recast lock-out so you can't accidentally triple weave Mirage Dive behind accidentally. Choice is the best for everyone.
@@erwark Sweet! What's the status of the main GCDs? Can they be combined?
These videos all have such a good layout, thank you so much!
I'm a tank main, but Dragoon is my main DPS. All these changes only confirm it is going to stay that way. I can get rid of Dragon Sight-macro and I no longer have to worry about getting Spineshatter Dives during bursts, which always gave me trouble.
Yeah my issue with dragon sight macro is how clunky it felt and often I end up going wtf why isn't my gcd combos working and I realise I'm still targeting the party member which makes my litany barely come out in time... Sometimes my focus player just disappears aswell making my macro not work which absolutely ruins my burst windows 😂
So you're happy they dumbed it down. That's nice.
@@Naoto-kun1085 Bruh every job in this game is already beyond easy, we don't need any "quality of life" changes, people should aim for getting better instead of asking for handouts
I can live without damage in my gap closers, I'll even accept Dark Knight's changing from a leap to a dash... but changing a Dragoon's jump to a dash is just blasphemous, lol.
I don't mind our gap closer being a dash, but the name Lance Charge was *right there*!
Lance Charge is already our 1 min buff
@@Ninheldin Yep, it sure is! It's a bizarre name for a damage buff, though, and would be an excellent name for a, well, charge.
I was going to mourn Spineshatter, fearing it would make the job less busy, but thankfully it got functionally replaced by these new Dragon fire and Stardiver continuations. Would have hope for Dragon Sight to be made more easily useable, not straight up deleted, but overall the job seems like a simple polish of what was already almost perfect :)
The moment they removed the tether on dragon sight, I saw no reason for it to continue existing.
That being said, neat we get an improved buff out of it, twice as frequently now though.
The only thing im sad about: I want dragon eye gauges.
I want more dragon eyes.
Whe had power from Nidhoggs eye. Whe have power from his brother.
I want the eyes of all the other high dragons to.
Make me the super azure knight.^^
2:40 OOOOH i thought Drakesbane was the big ass dragon attack when they talked about it in the PLL, the new Lance skill is Drakesbane instead
2:40 you can now double weave with Stardiver? it seems like
nope
I had to laugh when you said there was "no more sharing" with Dragon Sight. Estinien would like this change.
Still don't know about the 'upgrade' to the nonpositionals from Fang and Claw/Wheeling Thrust. It just kinda plants you on the rear of the enemy with Chaos Thrust. I enjoyed the catharsis of moving around the enemy. It made my movement feel a lot more meaningful.
Honestly trying to understand why they don't just leave dedicated positional melee jobs in the game, and offer non-positional melee jobs for people who hate them. Tired of constantly fighting for positionals' right to exist as what I see as an enjoyable mechanic, while people (mostly non-melee mains) complain about wanting them completely removed.
The attempt at pandering to both sides by reducing positionals until almost none are left doesn't feel like the right answer, personally... All Drakesbane does is add one more GCD button to the hotbar, when F&C/WT were fine as-were.
My guess is in 8.0 all positionals will be completely removed from all spells/actions. Melee will get a new mechanic where hitting a positional grants a generic buff instead. Probably something like 5% damage and 5% attack speed depending on rear or flank, lasting 30 seconds so you don't even need to think about refreshing it. And North Star will get a 3rd charge making it trivial.
I'm a caster main who enjoys positionals on melee. It's exotic ;). But I'm resigned to seeing them go. When I leveled my first melee jobs I remember wondering why dungeon bosses twirl around so much. Things I never much noticed as a caster unless the boss was aiming at me.
RIP Spineshatter Dive as gap closer.
RIP Dragoon Sight, the loss of your tether was the sign. :(
No one liked dragon sight. It was annoying and tedious to apply to a partner
I hated Dragonsight! This is a great change. I had a macro to apply it to whoever, I might just as well have been applying it to my cat for all the thought I put into it.
For the Life of the Dragon trait, it says it upgrades Blood of the Dragon to Life, but I see no mention of Blood at all. Did they do something to Geirskogul before the trait?
looks like blood is back but as the pre 70 life window that you get when you get Geirskogal, guessing that it will just have the damage buff but without the nastorond stacks you would get in life.
@@metricAsc02 That makes sense actually.
did my part already, please make sure to go to forums and mention the gap closers to be like thunderclap (its universally better for everyone)
It amuses me just a little how starcross is described by you as incredibly 700 potency.. when all other melee jobs big hits are like 1000-1300 potency, and casters are in the ballpark too. Still, it looks really cool.
It's not how big it is, it's how you use it!
Dragoon is gonna have a 1.39x multiplier during all of its LotD windows. That 700 is closer to 1000 now, and stardiver isn't far behind....3 nastronds is 1500 potency with the multiplier.
Why is the gap closer 60 secs kinda goes against the point especially because monk get 3 charges on 30 second timer that can target allies and looks cooler
It replicates Spineshatter but without damage attached i guess, feels like they didn’t want to rock the boat too much with its addition
DRG also technically has other gap-closers in moves like Stardiver and Dragonfire Dive as well. I also assume from the way it looks, Starcross will also be that way so they likely didn't want DRG having in insane amount of closing options AND having a low cooldown.
@@jeremycampbell4021while they do jump you to the boss, they aren’t and shouldn’t be utilized as gap closers
Why did they get rid of shatters drive move? Wtf
Is Starcross 3y range a typo? It looks like a jump though
Either it’s a typo OR since it’s basically the combo action from Stardiver they assumed you would already be in range? But then what happens if you have to disengage though. Hopefully it gets changed or clarified
So what does Mirage Dive do now?
just regular ogcd damage
Does our Lance Mastery trait still make our 5th combo deal 100 additional potency? I saw the fang/wheeling potency was 340 and that makes it 440 with that trait, the exact same dmg as Drakesbane. I'm hoping Drakesbane benefits from that passive trait or it feels a bit overlooked to me.
Our fifth hit is Dragon's Bane.
Yh I know that lol. I'm asking if it benefits from Lance Mastery bcoz the potencies are just identical if it doesn't.
Currently level 99 with dragoon and while I am enjoying the changes in general, I gotta say the potencies of its oGCDs do have me concerned, especially compared to the amount of big numbers that the other melee DPS get. Am I missing something or is dragoon really just lagging behind?
Wait so its now True Thrust -> Lance Barrage or Spiral Blow -> heavens thrust or chaotic spring -> wheeling thrust or fang and claw -> drakesbane (used to be raiden thrust?)...? Did the remove the position requirement from wheeling thrust/FnC to proc drakesbane? if so, whats the point of choosing one or the other (FnC vs Wheeling thrust)?
Drakes just replaces the 5th hit combo and has no positional.
Did they get rid of elusive jump? I might have missed if you said so but I didn't see it.
It’s in the job action trailer, no?
Elusive job is still there.
at 1:31, Rinon momentarily switched to the second crossbar, and I see elusive jump on it. Thank goodness.
@@SoushinSenyou are my hero. That was my only concern. Thank you!
Winged Glide doesn't need target?! Nice, but why they can't make MNK and Viper dash work the same way...
5:54 it still needs a target unfortunately
Wait wtf?!? People actuallt hate the dash?!?! That looks so good. It has a whole dragon head at the end while you do a thrust so powerful it launches you forward. I dont even play dragoon often but thats pretty sick.
It’s not bad, there were just soooooo many other better options they could have gone with like a front flip. They could have just given more elusive jumps tbh. Most DRG mains can use them proficiently and prefer not having to target in order to evade. It is FAR more versatile and relatively easy to get a hang of. I’m so salty lol
@@stanktatiousd7732 dashing is so overused, they just added a dragon head, would have been cooler if the gap closer is a jump.
IIts fun but...DRG is about FLOW. It now has too many buttons that do just nothing. Mirage Dive is just that weird button you press after you jump. Wyrmwind Thrust is the annoying button you press every few combos. "You can press these combo buttons to fail your combos intentially" Why? Like DRG is funnest when its ogcds are up and things build up into another. Just seems like an oversight that can get annoying after a while. Id like Wyrmthrust to be 30s and give a stack that boosts the strength of the next Fang and Claw/ Wheeling Thrust.
I loved the changes, but "Rise of the Dragon should" not be the combo for "Stardiver"? Just by the visuals i mean.
Glad about dragon sight. On paper it was cool, but it's annoying to have to target an player mid battle. I would have preferred if you could pre mark players, sort of like dancer. So whenever you use it, theyll just get the buff. i shouldn't need a macro to replicate that
To be fair, the macros are there precisely for the reason you describe. And it's the mark of a good player when they know how to macro their abilities, and not just use it for ASCII emotes in chat.
@sweepingtime disagree 100%. Macros aren't a sign of a good player, but not bad. It usually worse than self inputs because you can only space abilities with .5 increments. I can't think of any job that benefits from macro vs self play
@@DJThomas59 Nonsense. A macro will always be faster than manually targeting your partner.
@sweepingtime I don't think you read me either of my comments. Nor even understand what I'm trying to say.
I hope drakesbane stays the same potency as heavensthrust in release so the damage gain from using life surge on the two of them is equal
On one hand, I'm glad I no longer have to use a macro to cast Dragon Sight on the target ally of my choice because the ability doesn't exist anymore. On the other hand, it sucks we lost another unique ability, especially more fun when we had the tether visual effect.
That ability was the bane of existence of us console players, glad its gone
I had no trouble double weaving it without using a macro. I just use F1 to target "last enemy" and weave in lance charge and dragon sight while targeting my dps partner using usually f2 or f3.
@@spazzwazzle Good for you. Glad you got it figured it out.
@@spazzwazzle now do it in a controller
@@MrCharly780 I'll fiddle around with it and let you know if I find a comfortable/easy way to do it on controller
A little sadden, they got rid of Ds. But it's completely understandable.
RIP dragon sight, easily my favorite damage buff in the game. It actually felt like a meaningful button to press rather then just "oh, its burst window time". And sure, its only mechanic was giving the other eye to a party member, but golly, it felt like I was actually doing something.
I loved being a damage buffer for a friend my heart us broekn cuz i hate dancer
We lost the 20s of no positional buff. Doesn't this mean true north is mandatory in burst windows?
@@cynicalmanatee just land your positionals mate.
Out of curiosity, is this "I was lucky enough to receive..." intro something that's on contract or something when you go to the media tour? Every person seems to have more or less the same exact intro to these media tour videos. Down to almost the same exact wording. Like now I'm imagining Yoshi saying "okay look, you have to say you were lucky".
Nah, I just wasn't expecting to be invited by any means and it was a little surprising when I was
Bro can’t fathom being grateful lol
@@strictlybananas That's not the point of the post, don't be toxic man. The point is that people are saying more or less the exact wording every time. You can be grateful but different people will tend to use different wordings. When everyone is saying the exact thing one tends to wonder.
Again, don't be toxic.
They take away 2 jumps from my jump class :( but also make flow look way better :)? *Floor tank is confused, hurts self in confusion*
Feels like weaves arent flowing right
I love this job but did they change any visuals? i just hate the running animation, its so goofy looking compared to the sprint animation
Let MNK keep their closer as being the most versatile please. :p I'm assuming that DRG will still have backflip if they need to get away quickly.
Imo the jump themed job should have the best options
@@theChaosKedragoon still has stardiver elusive jump 2 winged glides dragon fire and star cross.
I’d say it still has the best
@@volantblade2024 All of those are bound to your burst. The thing that is valuable is readily available movement, so merely elusive jump.
Thats why they removed the dmg on so many jobs' gapclosers.
so no dragon sight :(
I feel like they're good changes... but I also feel like our aesthetic is all over the place, now.
As a DRG main since ARR I am beyond ecstatic that we can finally participate with our burst in the opener and use our burst more readily in open world content with these changes.
Dragon sight gone is great.
Geirskogal being 60s makes me sad.
Loss of jumps and given generic dash also makes me sad.
Aside from that, the new changes are overall great. A new finisher to fang and wheeling to give some kind of breather away from back to back positionals is quite nice.
Can the 3 canvases be moved around seperately on the hud layout or are they stuck together in that horizontal line?
I was dismayed when I heard we were losing Spineshatter AND dragon sight, but your video has given me hope that I'll still find it fun. I will always be a bit upset that the gap closer isn't a jump though. It should be a jump. :)
Good riddance to having to share dragon sight, it was a bitch on a controller. Although spineshatter is a good gap-closer, if used your burst will either take a damage penalty or time penalty if you like keeping your cooldowns organized; all-in-all it is one I’m ok with loosing. I’d have been perfectly fine if they would have just given us 2-3 elusive jumps. I main DRG and when I switch to RPR I would spun around and shoot straight forward off a cliff; had to flip the dashes around lol. I still spin around with other classes when I use my dash; it’s a force of habit at this point. If I had the executive order on that then we’d have 3 elusive jumps and no silly cha-cha slides. Most DRG mains are proficient with elusive jumps and didn’t ask for dashes. Or at least make it a front flip. The slide is meh.
Not surprised life surge stayed tbh. I think it’s there for balancing purposes. Not sure on that though. But I am truly happy to see Dragonfire dive get an upgrade. When I first heard about the reworks that was one of my biggest complaints. Overall, not bad. Still want those extra elusive jumps though and glad to hear there is still some weaving going on to keep combat more interactive.
Also, did they say if you can unlock your AOE’s at lower levels? That is a HUGE problem especially with DRG.
skill issue
Blm is cooked so i might be playing this for msq
Dragon Sight was janky in execution, so good riddance.
Instant Life on Gierskogul is a net positive, but I get why people mind.
The lost 5th GCD position is a shame, but I wonder if that's in return for losing Sight's free positionals.
R.I.P DRG. The "changes" killed what made DRG. This DRG main is going to have to say goodbye to it.
I disagree with everything said in this video. Its a high skill ceiling job and it should remain as such
Why does lance charge still exist? Why do we have 2 different 60s cd, 20s duration damage buffs? Why is geirskogul not an upgrade to lance charge?
Probably because Dragoon used to have 3 separate buffs which is something fairly unique for a Melee so we don't need to lose the ones that weren't annoying to use.
@@Alenara12349 None of them are annoying to use... you can always just self target dragon sight if you find ally targeting to be too fiddly. And having 3 buffs isn't really unique, Monk has 4 (RoF/RoW/Brotherhood/PB), and Ninja has 3 (TA/Mug/Bunshin).
@@gackybass I wouldn't consider Bunshin or PB to be the same kind of Buff i was taking about, and i was referring to using Dragonsight Correctly, as in getting the full value out of it, obviously you could just not target someone else but then you are wasting part of the effect.
For the people whining about DRG's gap-closer not being a jump and needing to be, jesus christ how many jumps does DRG need to have? I know Jump is iconic to DRG in FF, but it's not literally the only freakin thing they do. There's already Jump and High Jump, Dragonfire Dive, Stardiver, and Starcross. I think that's plenty. For people who think Jump is DRG's entire identity because they've only played FF14 and no other FF games, it's not.
Why the hell they changed the most iconic dragoon's jump into charge. That's so stupid...
Ouch. Less moment to moment buttons, more emphasis on the 2m. Opposite direction of progress.
Funny seeing people scream that the dash isnt yet another jump in the air move even tho dragoon has like 7 of em
They had 4, now it's down to 3. Besides, Dragoons entire shtick is jump, why make the gap closer not a jump. Not even a such frontflip to mirror elusive jumps backflip.
Woah, people playing dragoon want jumps? That's crazy! Who would have thought!
@@unnamed_protagonist you forgot several of there combos have jumping animations along with the lance throw having a jump
A job where they gave the person can leap miles and into the area and harnesses the power of dragons makes sense but got forbid he gains the ability to lunge forward no thats just crazy
If they get rid of life surge and make Drakebane/heaven thurst a auto crt.
The changes would have been a 10/10
Are you a little baby?
@@spazzwazzle ???
Used to be my main. Not it's pretty much stripped of identity. Rip. From dragooner to a simple gooner
WAOW!! CLEANUP AISLE MY PANTS!!
Still too GCD heavy, still too much to press. Sounds like all they did was free up a positional, swap around couple button presses and allow you to mess up Wheel/Fang cause you went too fast. Removing Spine Shatter for a dinky looking dash with 2 changes feels bad. Life Surge still adding to the bloat along with other stuff. I still hate life of the dragon as it feels so bad going in and out of that mode constantly to do anything meanwhile you get forced out in a cutscene or when the fight forces you to stay away too long.
DRG still need an overhaul that focus more on being thematically correct and not a lancer with a bunch of flashy yet underwhelming moves named after something dragon related. Another pass.
I'm just happy to have a gap closer that isn't also a damage button. Good riddance to Spineshatter Dive.
DRAGON SIGHT IS GONE AND NOW THE OLD BUFF ITS A PASSIVE BONUS? HUUUUUUUUUGE WWWWW
actually glad dragon sight is gone
its what killed the job, and my then-main for me as a controller player
alternatively they couldve made it like dance partner or just make it a second battle litany, but hey
dragon sight was a great skill, this game is just getting more and more dull
@@solisimperium1203 it was cool in theory, big agree
but having to select a party member mid burst, or needing like 3 different macros for it, was/is not fun for controller players (at least the ones i know)
then you also had the pain of people just using it without targeting a party member, which just makes you wish the tether was still there so you could wrap it around your neck and high jump
when they removed the visual tether, they shouldve just changed the way it worked imo (like a 2nd litany, as mentioned before)
i dislike how everything gets dumbed down in the game, but there is a huge difference between dumbing something down and making something thats just a pain to use, not pain to use
@@Leon.262 I mean making a macro for it was a great workaround for me as a fellow controller player. But having to macro it to make it usable didn't feel great
@@tatersalad76 i didnt play too much drg since dragon sight was added (was my main before), but i also used macros when i did play it
it was just too annoying for me to have a 4 party macro, an 8 party macro, and the normal button just in case the macros would hit a dead person
and macros in general feeling bad, but yea
@@Leon.262 its really only a pain for controller users. and i also hate how the game has to involve controller players since they are limited vs pc player uggh
I’ll miss Dragon Sight but I’m kinda glad spineshatter is gone.
No eyes is perfect for us controller players, having an ability that needed to be double weaved on a macro was impossible. Also the reduction of positionals is so good. Definitely gonna try dragoon again for dawntrail
Dragon sight complainers were never real dragoons and I’ll die on this hill.
So glad it's dead for good
@@MrCharly780 I'm sorry you were bad at a key thematic element of the job since HW. I hope you enjoy it more now, though. (Actually sincere, tho.)
@SwRRt3 more like it's impossible to do it well on a controller as you had to double weave it with a macro, even less with bad ping. I'm not sorry it's gone at all, and it's not the identity of the job. The dragoon FF identity is based on jumps and they kept that and gave us a better one this expansion replacing spineshatter.
Agreed 1000%
So Dragoon has even MORE buttons to be pressing? ugghhhh
It will equal out about the same with the removal of Spineshatter and Dragon Sight!
This just looks like a huge EW downgrade, the eye removal is horrible.
Loss of 1 positional is lame, Rise of the Dragon looks like a spell being casted, Starcross has got to be the ugliest vfx in the game, I mean those flying rocks look like they were reused PS3 textures and it looks as a whole we're gonna be jumping less in general. And all falloff was increased to 50% while most other jobs get to keep huge pot aoes with zero falloff.
You mentioned dragon eye still being a thing in game, how do I select my partner now? Is it kinda like dancer in a way?
Nah mang, it's that the *damage buff* from it occurs naturally when you enter life now. (Which happens with every geirskogul, every 60s now). Life lasts for 20 seconds instead of 30, so it's the same length of time as dragon sight was.
Eyes are gone gone. No selecting partners, no eyeball icons, nuffin.
@@SwRRt3 how am I gonna make my co melee feel special now? lol. I do understand why they got rid of it tho. If you don’t have a macro set for it it’s pain