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Lionx
11-22-2005, 08:51 AM
http://www.playonline.com/ff11us/imgs/index/1122.gif

In the next version update, major changes are scheduled for the dragoon two-hour ability.

The development team does not consider the dragoon to be particularly weak when compared to other jobs, but we are aware that a large part of a dragoon's strength depends on the presence of his or her wyvern. After taking into account the wyvern's tendency to be quickly defeated in heated battles, and the dragoon's lack of a powerful special ability for use in missions and other critical situations, it was decided that improvements were necessary.

Simply raising the wyvern's HP and defense to increase its survivability would cause balance issues in other parts of the game. However, it was judged that improving the dragoon's two-hour ability would have less of an impact on overall balance, and so the following changes have been planned for the upcoming version update:

-New two-hour ability
The dragoon will be imbued with the strength of his or her wyvern for a fixed length of time, increasing the dragoon's power and adding special effects to "Jump" abilities.

-Call Wyvern
The recast time for this ability will be reduced to twenty minutes. This ability will only be available when the main job is set to dragoon.

-Wyvern
Wyverns will now have the equivalent of the job trait "Subtle Blow," reducing the amount of TP gained by opponents from the wyvern's attacks.

More details will be announced at the time of the version update.

FINAL FANTASY XI Development Team (11/22/2005)

http://www.playonline.com/ff11us/information/img/20051122.jpg




Looks like its going to be make either a huge upset or a big comeback for the job. But so far, i think its looking good and things can take a huge 180 turn if done correctly.

WildRaubtier
11-22-2005, 01:15 PM
I'm interested in this new 2-hour ability mainly. And only 20 minutes to resummon your wyvern allows you to be a bit more reckless with the mobs you exp off.

strawberryman
11-22-2005, 08:44 PM
/cheer :D

Haunted
11-22-2005, 09:07 PM
yay

Vaprice
11-22-2005, 10:19 PM
As Master Hammons would say...

FOR DRAGOONS!

Khaotic
11-22-2005, 10:53 PM
Good for DRG's, hopefully they'll get accepted into partys more often now.

Roogle
11-23-2005, 12:32 AM
It's about time! Thank you for posting this information.

Rostum
11-23-2005, 04:19 AM
Yay! =) Looks like a good update for them.

ChaosCalibur
11-24-2005, 06:04 AM
Oy, what does it matter, DRG still sucks, they need to improve RNG! :mad2:

Lionx
11-24-2005, 08:27 AM
RNG is overpowered before, and they can still do awesome damage with the right gear, sub, and vs particular mobs. You just have to know what you are doing. I partied with some awesome, and less than awesome RNGs since the patch. It really seperates the men from the boys. Its better than spammin /ra all the time.

Parsers i have seen even before RNG change, DRG with wyvern out was outdamaging the RNG consistantly(by 1-200 dmg...not that huge but its still true). It all depends on the wyvern and now, it will 100% be that way.

Yeargdribble
11-24-2005, 08:32 AM
I agree.. I've PTed with plenty of post-'nerf' RNG that are pretty much as effective as before. All that is required is for them to *GASP* develop some skill... finding optimum distance and all that jazz. Sadly I know a ton of endgame RNGs that instead of learning to play the job they leveled to 75 just quit or changed to BLM.

Sorry, just because you are no longer worshiped endgame is no reason to quit.

I'm really glad about this improvement to DRG... it will definately make it a more desirable job for most XP PTs (not that it was that bad before honestly). It's great that SE is trying to balance things out some more.