Charismatic
03-12-2011, 05:53 PM
This isn't anything like changing the actual effect of any job ability, but rather a small tweak to how some of them are used.
I feel that Pet Commands and the job ability Flee should have their JA activation animation and delay after said animation occurs removed. The reason for this is very simple. In the case of Beastmaster and Puppetmater, these jobs are often up close also fighting alongside their pet. Doing even simple things such as telling the pet to assist them or activating any maneuver costs the master time and potential damage. This is especially detrimental for the Puppetmaster job because of the fact that they are constantly applying maneuvers to operate at optimum efficiency as far as their pet is concerned.
Then there's flee... a movement speed ability. I personally think this one speaks for itself, if the idea is to get away from an enemy as the name suggests, don't you think we ought to be able to move immediately, rather than having to stop when activating this ability (I'd also like to mention that it eats up a very small portion of the ability duration because you cannot move immediately)? There's also the fact that you are forced to sheathe your weapon when you move out of range of an enemy, but that's an entirely different issue and probably one more tricky to address.
Anywho, this is a short list of changes I'd love to see in the game if possible. None of them would be gamebreaking in the slightest and would help (albeit in a small way) some of the jobs in Final Fantasy XI that are currently considered to be weak fulfill their unique roles more effectively.
I feel that Pet Commands and the job ability Flee should have their JA activation animation and delay after said animation occurs removed. The reason for this is very simple. In the case of Beastmaster and Puppetmater, these jobs are often up close also fighting alongside their pet. Doing even simple things such as telling the pet to assist them or activating any maneuver costs the master time and potential damage. This is especially detrimental for the Puppetmaster job because of the fact that they are constantly applying maneuvers to operate at optimum efficiency as far as their pet is concerned.
Then there's flee... a movement speed ability. I personally think this one speaks for itself, if the idea is to get away from an enemy as the name suggests, don't you think we ought to be able to move immediately, rather than having to stop when activating this ability (I'd also like to mention that it eats up a very small portion of the ability duration because you cannot move immediately)? There's also the fact that you are forced to sheathe your weapon when you move out of range of an enemy, but that's an entirely different issue and probably one more tricky to address.
Anywho, this is a short list of changes I'd love to see in the game if possible. None of them would be gamebreaking in the slightest and would help (albeit in a small way) some of the jobs in Final Fantasy XI that are currently considered to be weak fulfill their unique roles more effectively.