That's a very very bad idea.
You can't force jobs to equip certain items to receive marginal boosts to their pets. What if Dragoons what to use another better Polearm? What if SMNs want to use another different grip?
What if BSTs want to use another pet and boost that instead of using one of the new ones?
Guess this doesn't apply to PUP since Animator is an unique equipment that they're forced to equip anyway.
In my opinion the only possible way to have a fair and balanced improvement of pets conditions is to have what we could call SCALING. Which is exactely the same as pet jobs are handled in 99% of the other MMOs.
You can't have the scaling be too big in a game like FFXI of course, it should be small, a small additional bonus that is calculated according to the master stats.
This way the stronger the stats of the master, the stronger the bonus the pets will receive.
Of course this bonus has to be small, so that "Pet: ..." gear will still be interesting to some extent, at least in certain slots, but that's where trial&error and a good balancement shows.
Imho it's the only possible solution, otherwise you'll be forced to develop more and more and more gear with every patch.
I mean... I like additional "Pet: ..." gear, I LOVE it, but you can't build the balancement of pet jobs around that. It should be a nice specific option, not the "key" to the balance of pet jobs.
Last edited by Zhronne; 05-10-2013 at 05:13 AM.
And the autumn of life has finally come
with the promise of winter thaw.
Sooooooooo, RUN/GEO jobemotes? Y/Y?
I mean, this is crucial!!!
Don't wish. Don't start.
We already have an animator that gives +70 to all automaton stats- please take your adjustments in a different direction, thanks! Gear in *other slots* that gives haste to both master and pet would go a long way to closing the remaining power gap between PUP and other DDs.Puppetmaster
Addition of animators that have stats to increase the parameters of automatons.
Nice and all, but it doesn't address one single fundamental issue summoner has right now- most of which are not really stat-related at all.Summoner
Addition of grips that have stats to increase the parameters of avatars.
most DRG use their wyvern as a support tool. I doubt any weapon you could create will buff the wyvern enough for anyone to care.Dragoon
Addition of polearms that have stats to increase the parameters of wyverns.
How about nerfing the ridiculous MP costs and casting times of geocolure spells? If you're not able to convince your party to pull monsters into your aura radius, you end up constantly having to cast and recast your luopoan in different locations, and this both burns your MP like fire burns gasoline and wastes your time since they take so long to cast.Geomancer and rune fencer adjustments
Addition of artifact equipment, merit points, and limit break quests.
Camate, can you please explain to the dev team how fundamentally flawed their logic is here? Yes, we won't be increasing in level, but with the massive power jump in gear recently, we sure will be getting a lot stronger. Pardon my language here, but with a DMG:150 staff available, you'd need to release some pretty *#&^$ amazing grips to make up for the difference in player vs pet stats. I mean, I can cast a cure or two or take 2-3 swings from a DMG:93 staff and pull hate from the pet doing like 1500 damage, so giving me an even better weapon means the gap that the pet would have to make up is even more massive.As long as characters are not increasing in level (fundamentally), pet job levels as well will not increase ...
Pets need a NATURAL POWER INCREASE- not gear-based stat boosts. Summoners and Puppetmasters both need ABILITY ajustments to reduce the job ability delay burden and line up their pets ability to do damage with the current pace of battle in the game (e.g. cut BP timer and BP delay- items at least in half)
Honestly, I know people think I'm a white knight for SE all the time, but as a big fan of the game's pet jobs, I certainly have a lot to be frustrated about here, so I hope people agree with this.
Last edited by Alhanelem; 05-10-2013 at 05:27 AM.
Are there any plans to address the fact that blue magic is so anemic that it now has the same or less base damage than a Dagger while simultaneously not being able to go above 1.0 ratio on most targets?
Not even going to mention magical ones, those are just a joke from the Dev Team I feel.
I think polearms for buffing/enhancing the wyvern is alright, but I have a better suggestion.
Suppose there is a way to create "Collars" for wyverns that can be equipped in the DRG ammo or ranged slots. These collars could have different effects to use on the wyvern, while keeping DRG from having to give up DPS in the weapon slot.
...or depending on difficulty implementing it...how about making the Wyvern function similar to an Automaton so that you can equip items to him much like attachments? Say up to 3-4 "attachments" for the wyvern would grant the boost to wyvern power that DRG has always requested.
I've always felt the lack of interactivity with your wyvern is a drawback. It doesn't have to be gamebreaking stuff to enhance them, but maybe just cure potency + items or items to make Haste Breath? I dunno. Anything other than require polearms.
*Dinah logs in to the official forums. Dinah's faith in hume-anity declines by .9*
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