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  1. #21
    Player
    Join Date
    Mar 2011
    Posts
    68
    SE request that I would like to make for beastmaster is a job ability to make a jug pet(charmed monster would be nice too) spawn or just become a few levels higher. Or would be kinda cool if that was even a job trait for higher lvls, which would make jug pets a tad more viable.

    Also as many have said, make all jug pets and pet food sold by several, conviently placed npc's for reasonable prices.

    Give bsts more high level charmable monsters in areas with purpose and ability to be used in new content and in fights like voidwatch.
    (0)

  2. #22
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Beastmaster feedback!

    Grab Kodo and Podo to read over these updates with you!

    I would like the amount of charges that get expended reduced.
    We’ll look into this when we review the overall pet system. We plan to adjust imbalances between the effect and the amount of necessary charges.

    I would like pets’ special abilities to be performed by either charge only or TP only.
    TP is necessary to perform any ability, and the charge is necessary to choose the type of ability that is used. If the requirements for the ability are removed, the abilities themselves would be restricted as well, so it would be better to revise the required amount of charges, instead of simply removing requirements.

    I would like to use Sic to command my pet to use a special ability when it wants to, and Ready to command my pet to use a special ability immediately.
    This is an interesting idea. This could only be used for called beasts, but we will look into this. As a warning, developing and implementing this feature will probably take a very long time.

    I would like the recast timer for Ready to be shortened.
    We will look into this when we review merit point adjustments.

    I would like to be able to use charm even when I already have a pet.
    From a development standpoint, this is possible if we spend some time on it. However, for balancing reasons, we do not plan on making this possible.

    When battling multiple monsters, I want my pet to only attack monsters I have commanded it to fight.
    Although they react to commands, pets are beasts, so we would like to maintain their instincts, but we will look into your suggestion.

    I want a new ability that intimidates monsters.
    (Chance of intimidation correlates to the pet’s level)
    I like that this captures the essence of the beastmaster. This will also enhance killer type effects, so this is a valuable suggestion.

    I would like high level plantoid called beasts to be strengthened.
    We will look into this when reviewing pets. They have some decent special abilities, so we would like to increase their accessibility.

    I want to be able to skillchain with pets.
    We have discussed this before in the new spell thread, but due to current settings, if pets are able to skillchain, monsters will be able to skillchain as well. This would be interesting, but the balance of battles would be changed drastically, so this would be difficult.

    I would like the strength of called beasts under level 75 to be reviewed.
    We would like to perform these adjustments one at a time, but since there are a large number of issues to review, it will take a long time to address them all.

    I would like pets that use blunt/piercing attacks to be added.
    We will consider this when adding unique characteristics for each pet.

    I want the maximum number of stacks for call beast items/petfood changed from 12 to 99.
    Considering the balance between the cost of synthesis/synergy and the pet’s stats/amount of HP recovered from food, we think that being able to stack 12 is appropriate.

    I would like the amount of HP recovered from pet food to depend on the beastmaster’s charisma.
    Actually, the amount of HP recovered from pet food is affected by stats, but charisma having an added effect is unique to beastmasters, so we would like to work towards implementing it.

    I would like my pet to fully recover (Full HP/300TP/ status ailments cured/recast time for call beast reset) when using familiar.
    This is a good suggestion for when you get stuck in a bind. The details of what type of effects we can implement will be discussed, but we will look into this idea.
    (8)
    Devin "Camate" Casadey - Community Team

  3. #23
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    As much as I appreciate any new information, I'm sorry to say I'm disappointed that there were no specifics given about how exactly the development team wants to transition BST into a group setting.

    What of the unique abilities pets will be able to use to aid party members? Are there any plans to increase the accuracy/effectiveness of some of the added effects that pets have like Accuracy Down, Attack Down, or Sleep?
    (1)
    "NeED★RdM? PLeaSe sENd★teLL!"

  4. #24
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    I like the idea of increased intimidation, after all, the sight of me with my ferret hanging out of my loincloth is truly horrifying.

    Still, I was really curious about the one-use pets and hoping to hear more about that. Any chance of digging up more information about that?
    (0)

  5. #25
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    It's raining updates today.
    (0)

    Hail to the king baby, Sig by Kingfury

  6. #26
    Player Kari's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Aisaka
    World
    Fenrir
    Main Class
    DNC Lv 99
    I'll never understand why BSTs Ready/Sic moves are so extremely limited.
    You need TP, and charges available. However I've never seen a Ready/Sic ability do any significant damage when fighting mobs appropriate for your level.
    As an addition to what was suggested, you should remove the requirements, or actually make the abilities worth the time it takes to build TP and such.

    And as the above poster said, would really like to see BST become worthwhile in parties.
    (1)
    /人 ‿‿ 人\


  7. #27
    Player Ketaru's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    215
    Character
    Ketaru
    World
    Siren
    Main Class
    RDM Lv 99
    Quote Originally Posted by Kari View Post
    I'll never understand why BSTs Ready/Sic moves are so extremely limited.
    You need TP, and charges available. However I've never seen a Ready/Sic ability do any significant damage when fighting mobs appropriate for your level.
    As an addition to what was suggested, you should remove the requirements, or actually make the abilities worth the time it takes to build TP and such.

    And as the above poster said, would really like to see BST become worthwhile in parties.
    Not just regular parties either, but the purpose of the manifesto was to discuss how they were going to bring jobs to the endgame scene. In the entire history of the game, BST has never been desired for endgame except in highly tailored situations (IE, all pet LSs). And as I expressed in another thread, I am so tired of our job being characterized in terms of inefficiency and inconvenience by other jobs.
    (1)
    "NeED★RdM? PLeaSe sENd★teLL!"

  8. #28
    Player Bigboy's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    68
    Character
    Bigboy
    World
    Quetzalcoatl
    Main Class
    BLU Lv 90
    I want the maximum number of stacks for call beast items/petfood changed from 12 to 99.
    Considering the balance between the cost of synthesis/synergy and the pet’s stats/amount of HP recovered from food, we think that being able to stack 12 is appropriate.
    I'm inclined to say we want them to stack higher just because we don't want our 10 stacks of pet food to take up 10 spaces, not because we want the amount crafted at a particular time increased. Balance aside, I think this is more an inventory issue.
    (0)

  9. #29
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    730
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    I wrote a huge long reply to this refreshing update regarding job adjustments... then when I tried to post, server maintenance occured and I completely lost my post.

    I don't want to rewrite everthing.... I'll just say I'm looking forward to seeing how the adjustments turn out.

    I hope the merit abilites will be updated. (Killer instinct, killer effects, feral howl)
    I'm interested in seeing a review of ready charge recast. the tp vs countdown timer really seems to make several abilities not useful.
    I"m looking forward to and update to familiar. having a useful IT pet for 30 min was awesome, but the utility for jug pets was not very helpful (10% max hp + is.. mediocre). Perhaps the monster reorginazation going on will help familiar become more useful. However, if familiar gave player stat related buffs to pet, or unlocking special pet abilities would be useful/fun/interesting also.

    The most interesting idea to me is pet skillchains. I think it would be very cool if all mobs could skillchain as well.
    (1)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  10. #30
    Player Kraggy's Avatar
    Join Date
    Mar 2011
    Posts
    400
    Character
    Kraggy
    World
    Cerberus
    Main Class
    THF Lv 50
    Why would a BST want to party, there are what, 16 other jobs for those who want to socialise? I play BST to avoid groups, the job doesn't need group-only useful skills.
    (1)

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