PDA

View Full Version : Re-examining "Killer Effects"~ a Beastmaster vs Bluemage discussion.



Covenant
07-17-2011, 07:32 AM
Though the "Killer Effect" is an established game mechanic in FFXI, I'd like to suggest changes based on "thematic" principles. These changes would affect Beastmaster vs Blue Mages, specifically. Paladins, Dragoons, Darkknight and Samurais would NOT be affected by the following changes.

Firstly, Beastmaster's "Killer Effect"(10%/cap50%) is an intimidation effect. This thematically seems the complete opposite of what a Beastmaster is. If we follow the storyline, "The chocobo abuser", then it's wrong to treat pets badly.
I think a more appropriate ability would have been, "Beast affinity". "Beast Affinity" would increase a player chance(same 10%/cap50%) to charm a specific animal family group. Also, would add a bonus against opposing mobs family. As with the regular "killer effect" each "Affinity" would be tied to specific groups.
The mob themselves could retain their regular "killer effects" since this is a product of genetics and "Survival of the Fittest."

As for Blue Mages, everything about them is geared towards aggression and intimidation. BLU's are appropriate candidates for "Killer Effects"(8%/cap 50%). While a BST's "Affinity" would be geared towards a defensive ability, BLU can keep their offensive effects. Also, as we approach lvl 99 we should gain the remaining "Killer effects" as BLU job traits via spell selection.

Finally, if player don't feel like touching the original "Killer Effects", I think the argument could be made for Bluemages receiving a higher tier of "Killer Effects" based solely on "stacking" like-family spells. For example, most BLU "Killer Effect" requires 2 family moves...then, having 2 additional family-moves(4total) would give BLU's 16% "Killer Effect". Or alternatively perhaps BLU could acquire a "cap break" increasing cap to 60-70%.
------------------------------------------------------------------------------------------------

As an aside concerning "Killer Effects"...
... perhaps it's time for SquareEnix to address the new family grouping(luminorian, elementals, etc) NOT originally included in the beast charts...

...Isn't it time for SE to create a beastman vs Beastman "Killer Effect" chart? With this BLU can at least gain a bonus against beast man clans...

...also, Are Automaton considered Arcana? If they are, shouldn't they receive the "Undead Killer Effect"?

Zatias
07-17-2011, 04:54 PM
Firstly, Beastmaster's "Killer Effect"(10%/cap50%) is an intimidation effect. This thematically seems the complete opposite of what a Beastmaster is. If we follow the storyline, "The chocobo abuser", then it's wrong to treat pets badly.

Beastmasters don't just Charm beasts, they also know how to intimidate them due to their extensive knowledge of ecosystems. That doesn't mean their pets; that means their prey.

The killer effects are fine in my opinion (90 BST here, soloed from 1-75 waaaay back in the day lol), but yes a charm upgrade would have been nice back then.

Panthera
07-24-2011, 02:57 AM
In the Beastmaster quest line, the rival was physically abusive, that's what made him bad.

The Beastmaster is able to impose his will upon the pet, so being one-up on them psychologically is thematically supported.

Besides, Beastmaster's intimidation effect may occasionally save you! Leave it the way it is.

Mightyg
07-24-2011, 04:17 AM
I think you're overthinking it a bit too much. The real issue with killer effects is that they're trivial. I think they should remove the circle effects and grant the appropriate jobs the killer trait only. Add in the circles 15% damage bonus to the job and pet when applicable and you have something that actually is useful.

Zaknafein
07-25-2011, 04:04 AM
Beast masters are hunters in the lore also. They had the killer effect trait before blue was even a job right? If you wanna add on more powerful traits to Blu (which is quite overpowered atm anyways) leave bst out of it.