FFXIV – Dragoon & Astrologian Changes Delayed Until 7.0 (Live Letter 71 Official Digest)



Source: https://forum.square-enix.com/ffxiv/threads/467713

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48 thoughts on “FFXIV – Dragoon & Astrologian Changes Delayed Until 7.0 (Live Letter 71 Official Digest)”

  1. I'll preface with the fact that I'm a casual-ish player that does not mind doing hi level content from time to time, I pay mostly on PS4 using a pad because I am lazy and I love playing on the couch 😀
    Would love to see some button bloat addressed for melee DPS. I understand that this will make hardcore players scream, but having the OPTION to have the 1-2-3 combos on a single button as in PvP would be great.

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  2. I’m kinda 50/50 on how I feel about the Dragoon rework, I 100% agree that it needs a rework but have had mixed experiences with reworks in the past. Some reworks are great like the Monk rework while other changes I heavily disagree with such as the removal of Kaiten. As well although the Summoner rework was well received it’s exactly what I’m afraid will happen to Dragoon where the class gets massively simplified to the point where it won’t be engaging to me compared to other melee DPS.

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  3. DRG stagnation comes from lack of innovation imo. I do believe it needs some form of pruning to create room for other skills but the ideas are endless of what to add to their kit. Just hope the devs don't take away from the class identity, gameplay feel and attack animations because it has always been one of the flashiest jobs in the game.

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  4. As a DRG main since I first started the game I'm nervous when i see the words "DRG Rework" because that class flows really well already, although it is a really long combo. I just hope they don't change the job too much and keep the abilities that make it soo much fun.

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  5. In my opinion healers as a whole need a rework. But i suspect AST will getting so simple that you can play it with one hand on the mouse and the other eating chips. Sad times for healers…

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  6. Astro main here. For the love of God, please leave my cards alone, they've already suffered enough. T_T As a whole the phrase "Astro rework" just instills a sense of dread. I feel like Astro is in a decent place at the moment, but I miss the SB card system. I know we're never getting that card system back so I've had to accept it, but they've dumbed it down so much with every expansion that this next rework makes me think they're just doing away with it altogether.

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  7. Drg main: although i get it if the reason is hard to add new things without button floating i really love how dragoon works now after 6.1 changes. After seeing a simplification of summoner im afraid they will do dragoon more like the rest of melee job which will be problematic for me as their uniqueness is perfect for my playstyle when doing savage. I know others who dont play dragoon dosent like it , but it works good for me and i would have been perfectly fine that 7.0 added a stardiver and removed life surge for auto crit on full thrust to commendate for alters. However i might be overworried as a change of direct hit and critical hit is a big change and dragoon is used a lot because of group buffs ln it so a change in what dragoon is can come only because of that, but that is me if i want to find a way for making both happy.

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  8. I think all dragoons are worried because rn the job feels really good (imo) and yes there are some adjustments that could be made (give me back the bloody tether animation). As an old summoner main im worried dragoon will get "reworked"/aka dumbed down to hell and back. Astro idk, our astro main likes the job but thay are used to changes being common. I just want a more unique card system, something that breaks the mold of only 3 players ever seeing card buffs.

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  9. AST as powerful healing wise it is has many issues in its kit
    1.issue : Lightspeed is essential if you wanna do a proper Burst window however Burst windows are at the 2 min and Lightspeed is a 90 sec cooldown. Because of this you are not allowed to use Lightspeed for the movement utility for proper burst windows. The reason you wanna hold it is because you have an extreme amount of weaves if you wanna use 2-3 cards + Redraws + 2 minor arcanas + Astrodyne + pot + maybe some heals.
    2. Issue: Seals from your cards mean nothing most of the time. You mainly wanna use cards to buff players burst window instead of fishing for a 5 % damage buff for the lowest pds in the game.
    3. Issue : To many buttons are not being used / extremely rarely. Also we still have an extensive amount of buttons that could be combined into 1 button to free up hotbar space.

    Just for reference I'm playing AST now since Edens Promise as my main in Raid and these are issues you kinda noticed slightly in Shadowbringers but do to the changes in Endwalker things got extreme

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  10. I've raided this first savage tier as AST (second tier ever, E9-E12S was first as WHM), and while WHM was my primary go-to healer up until EW, AST was a good second.

    I wasn't too fond of them removing the sects in EW (though I understand from a game design standpoint when they added SGE), it transitioning to a pure healer was good for me as that's the healer style I prefer. When I heard they were planning on doing a significant rework of AST and DRG at the live letter, I was actually baffled. DRG is in a great spot now, and I did expect a slight rework in 7.0, not mid-expansion. Sure it's kinda buttonsmashy with ogcds and life window but it's fine. It's my go-to melee because I like how the rotation flows. Depending on how they rework it, I might play it less, or just not play it at all. If they completely fib it, RPR is likely to take its place.
    AST is in a really good place healing wise, it's performing great, and it's fun to play, partly because it's busy. The main thing I'd see them changing are the cards, and especially Astrodyne. I'd much rather see AST have half-busy sections every minute or so, instead of the full-on buttonsmashy that is our current 2mins. Outside of those windows, AST is barely busy. minor arcana should be on its own button instead of 2, though that is something they could change in a regular patch if they wanted to. Draw and Play should also be its own button and Undraw should just be removed, there is 0 reason to use it. Outside of this, I don't see any change that is "necessary" aside from Astrodyne, I genuinely don't understand how it got through concept and testing in its current state, they must have seen that the card dumps are way too busy compared to the rest of the combat.

    As the pure healer for my static I was kinda worried that they stated they had planned AST rework for 6.2 because as I said, I think it's in a good spot. A massive rework is properly placed during expansion launches, not mid-expansion, unless it's severely broken.

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  11. Honestly think quite a few jobs are at a point right now where it'd be hard to design them for future expansions if they keep up the mindset of just building on top of what's already there.

    Red Mage is an example I think about a lot, it has so much ogcd spam now, and we're one expansion away from having more magic finishers than melee attacks. Dragoon I think definitely needs some reworks. The self=buff and dot are pointless, lance charge sucks, mirage dive sucks and should've just had its effect rolled onto high jump, no life of the dragon in your opener sucks. I'm hoping they lean more into the dragon aspect of the job fantasy. I want to feel like I have proper dragon abilities.

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  12. Astro needs little work, not a lot of work in my opinion. I was bummed about the changes from Shadowbringers to endwalker but grown to like it a lot and it's been my main through the savage. Extensive reworks just scare me right now.

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  13. Honestly they need to rework scholar more than drg and ast. Sch is so clunky rn and hard to play on high tier… they could start by ripping arcanist in half so that u dont get a free job

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  14. As someone who plays AST:

    Please just delete Undraw already and fuse Minor Arcana and Crown Play

    I love AST, but damn that’s a lotta buttons and cooldowns to keep track of

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  15. I have the feeling the devs are scared, thinking back to 5.2 with the Notorious Ninja Rework, which was such a great success but with 6.1 they goofed hard with Samurai by not sticking the landing with those changes, resulting to sitting on 20 Kenki with no option how to utilize it (even though Kaiten was 20 Kenki..) and sadly Ninja's Trick Attack has been turned into old Disembowel :/ (Old Disembowel was a Debuff on the Enemy, New Disembowel is a Selfbuff)

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  16. I'm fine with that.
    2 job reworks fit better in when these ppl are already working on new jobs in my opinion.
    Its one way to do some adjustments here and there but a rework done in between with all the other stuff they work on might be a bit much right now. So doing that when they already work at jobs and make them fit the new adjustments to the game are the best way to go even when it will take a while til then.

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  17. I actually don't mind not having new skills. Increasing potency and expanding "gauges" are fine by me. I actually don't like skill bloat like BLM and the original SMN. The less buttons I have to press, the better. But that's just my opinion.

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  18. To be honest i do kind of hope they start building upon the first brood additions to dragoon right now excluding arguably geirskogul and the new wyrmwind thrust we only pull abilities from estinien/nidhogg and the rest of the dragoons and with how many broods we are friends with now i wonder if they will start dragging stuff from them into it i also and this is a very very very far fetch thing kind of wish that maybe they give us like "stances" where you start out in blue dragoon you get access to abilities of hraes you go through that open an eye go into vrrtra do that and end on nidhogg or mix and match it idk i just hope they start dragging other dragons abilities into dragoon especially with how the story is going in 7.0

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  19. I feel like Goons are in a good place this expansion honestly. They haven't changed too much from 2.0 but I don't think that's a bad thing. The additions they've added to the job over the years have been awesome in my opinion. The idea of an overhaul for it scares me honestly.

    I don't know why they keep putting off the rework for DRK though. Myself and other tank mains have been asking for it for years now and every expansion we end up disappointed.

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  20. As a drg main who's finally able to do current content I'm perfectly happy with where the job is, and was dreading the rework in the middle of the expac when I've only just gotten my hands on the full lvl 90 kit

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  21. i hope they dont get rides of dragoon jumps, would be better if they just get ride of lance charge/ mirage dive, and actually make the jumps with highet potency yeah animaiton locks but higher reward it would be, i love life surge too but 2 chargues is actually overwhelming

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  22. I just wish that they rework all the healer jobs from the ground up. Suck for the Ast, but all healers only having 2 dps skill kinda suck as a healer main in general.

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  23. So I recently started playing DRG and loving it after being a PLD main forever…. what's wrong with DRG that it needs such a major change?? It flows really well imo. The only change I can think of is making their 2nd aoe hit be accessible before 50…

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  24. I remember falling in love with asts playstyle in HW but ever since its introduction feels like ast is one of the jobs that has received the most changes. The card revamp(s), the removal of sects, removing the buff extension etc. Together with the added new things that came with the expansions and the job no longer feels like it has an identity.
    I feel like I might be in the minority but the old card system was great and was a lot more fun than the current one. Sure it was very heavily rng-based but that added bit of dopamine when you got to pull aoe balance was great and each card felt unique, even if some of them were practically worthless or incredibly niche. SB had peak card system since you could use lord/lady to compensate for "bad" draws.
    The idea of having ast focus more on being a time mage sounds awesome so hopefully SE will lean into it some more.

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  25. For them to postpone dragoon and astro to the expansion is gonna be a complete overhaul imo which it makes me excited sucks to wait that long but im sure it will be worth it.

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  26. Dragoon has been my main since I started playing before HW dropped. Its never had 'extensive' changes, mostly just small changes here and there that didn't really shake up its core. Gotta say, this talk of major change to it has me very worried. I hope they give us details on what changes they're thinking about far before 7.0…

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  27. I think teasing a job update/rework this early into an expansion that they then say is going to be in the next expansion is just going to kill interest in those jobs because people know that any skill they focus on gaining for those classes is going to be voided in the next expansion. They should do the reworks mid patch/as their own patch so that way they can balance them before the next savage/ultimate release.

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  28. I don't really know why they changed Astro so much from Shb. The cards worked pretty well in the last expansion and were fun to wave imo – the system they had for Lord and Lady cards fit in well with when you didn't get the right card. Everything about Shb Astro worked better, so unless they come up with something which flows as good or better,they might as well just revert it backwards.

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  29. I've mained dragoon since 2.00. Personally, I'm hyped for the rework. Not because I dislike my job, or find it boring. But it'll be cool to see what the team comes up, and get to learn a new job without changing my job or level :p

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  30. I would honestly be GREAT if they leaned in more to the Time Mage side of Astro. I think that sounds incredible. Also love the delaying Savage by a week, and hope they find a way to keep it 👍

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  31. Scared about dragoon, since they already removed the animation lock that made it interesting (though I was quite more apprehensive about the monk rework and I like it). I've not played astrologian enough to pick between fearful and hopeful.

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  32. At one point I suggested simple combo action upgrades into new combo actions with new animations for MNK and others. Having leveled DRG to 90 tho I have to admit how somewhat boring as well as just disappointing it was to gain that new animation and realize after I had seen the animation a bunch of times that it wouldn't have been any different if they had just raised the old move to the new damage numbers. I wasn't doing anything different. I wasn't adding any extra attacks to the rotation I was always doing. MNK kinda has this problem with the new Beast Chakra where while you get new animations they are just number boosts that hit harder. I' m not sure what they could do to DRG but it can't be worse than how I feel about Reaper.

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  33. My biggest thing with Astro is just having so many different buttons when a few of them easily could be combine into just one so I'm hoping that's what they do. I don't know what they'll do with the seal system, but I've pretty much stopped bothering to redraw anything so it's not really important to me that it sticks around in its current form. As useful as Macrocosmos is, I can't see it not being at least adjusted a bit since it just lets you skip heal checks in some cases in a way no other healer is able to. Unfortunately, Astro has just always had problems and has changed the most over each expansion so it's really hard to say what they can do with it that won't need reworked again later on.

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  34. I really hope they lean on the idea of a time mage for astro. Being able to speed up or slow down damage sounds incredible. For dragoon Im curious what they will do. The only thing I still want dragoon to have that they have needed since 2.x is reraise.

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  35. Pushing the reworks off until the next expansion also gives them more time to toss around ideas in addition to gauging reaction/seeing some of what people want. I hope it leads to some fun changes for both jobs as currently dragoon looks really cool and has some okay flow, but I think to a degree its too rigid for me and I applaud people that are able to make that job work beautifully. I think there'll be a time when they have to update every job though to keep it somewhat fresh and to avoid some levels of clunk, in addition to carving out space for new tricks. Burst windows are always a little crazy cause all the things you're trying to fit within a 15-20 second window generally, but I do think there comes a point where it becomes particularly painful if they just try to keep adding more and you're left just removing the weakest skill. We've also already seen how people like big, new tricks from some of the initial reactions from the skills reveal for EW even if we learned that some of the more subdued, harder to show off skills are better than they first seem =P Dancer's still new so it's more in a "tweaking" phase as they find the aspects that work and those that didn't with its initial release, but some expacs down the road it could very well look at the same thing.

    As for astro – I mostly want it to keep its star theme as I really like that aspect. I won't lie though I think what I want most is an animation change to throw cards at enemies cause I think it'd be funnier, but I'm also one of those who wanted sage to be chemist and to chuck potion bottles at my friends to heal them despite the glass shards now sticking out of them. I think at this point I also want a new function for Lord/Lady because it would be nice to reduce the button bloat there, but I would worry at not seeing the cooldown tick behind it unless they could make that visible so you don't bank them too long if that makes sense. For instance if I queue up standard step on dancer but don't immediately use it (cause of boss running off or just that beginning countdown) it's still ticking in the background and I'll see it once I use the ability. Given that you might want the extra damage from Lord for a burst window it would become possible to sit on it too long to lose out on potential Lords just so you for sure have one during a burst window. Honestly though I'm pretty convinced that the chances are skewed towards Lady anyways to get some interweave heals on the job a bit more.

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