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View Full Version : New Puppetmaster 2hrs and beyond!



Nezha
08-28-2012, 04:29 AM
Hello everyone! I haven't posted in a long time, but I thought I'd chime in on two hour comments, suggestions, and other stuff I've been thinking about... I am just gonna give suggestion as to what I "want" instead of what I don't "want" as newly appointed director puts it...


Additional suggestions for 2-Hour:

( Not going to go through the finer details on every specific 2hr as Theytaks and others have already done a good and thorough job of that)

-Shortening of maneuver recast for duration of effect (helps fix effectiveness issue with Manafont/Chainspell to the extent your overload burden can handle)

-Prevent maneuvers from being consumed for duration of effect

-reducing or removing recast timer of automaton attatchment abilities for duration of effect

Thinking: It would allow the room for more use out of the two hour (especially those not happy with it), fix some of its set backs, and would be the only other ability beside Overdrive that gives the Master a lasting (though short lived) effect.

-Allow for choice of offensive and defensive 2hrs for situational use:
RNG: Eagle Eye Shot or Perfect Dodge
PLD: Mighty Strikes or Invincible
Harl: Hundred Fists or ijin Gakure] (Mijin Gakure was a bit of a joke, but let's face it... With Harlequins attack speed, under-par melee skill, and no up-to-date weapon skill, there isn't much he can do with Mighty Strikes anyway...)

Mage pets are fine granted they are fixed, unless you want to give all three Tabula Rasa and (pet and master only) embrava... One can only dream I guess...

The beyond: As mentioned before I would like to see more lasting abilities added to Puppetmaster. The only one we have thus far is Overdrive which temperarily prevents overloading, which is becoming less useful as we gain access to more overload reduction or is not useful at all for those with Kenkonken... That being said this might be innocent neglect or purposefully planned but really what's the worse that could happen if we get more useful abilities? People actually invite us to more events? I guess for the sake of the infamous "B" word we can't have that now can we? In light of reason, being a pet job there a certain advantages over non-pet jobs so obviouly this abilties need draw backs such as: Pet Attack down%, Master Attack up% or Pet defense up%, Master defense down%, Pet attack speed down%, Master attack speed up% etc... Tradeoffs seem to be the general theme of our abilities so they wouldn't be too far fetched. Bottom line is an ability that has durational effect.

Attatchments:. So Puppetmaster has 62 attachments, 11 of which function as abilities and 7 of which have chance of removing maneuvers. It would be cool to see more ability or maneuver removal attachments such as an attachment that grants Soulsoother access to Divine magic or giving Harlequin frame ability to attack with both hands (like a MNK)...

To the community (and devs too I guess):

This I hope is a constructive start for ideas further down the line that draws attention to aspects of the job in a way it hasn't been looked at (and not a community argument about who's ideas are less dumb than the other). In light of fact that the devs under new management will begin to pay a little more attention to the forum, I suggest that if you truly like the job you stand by your community, don't be afraid to voice your ideas no matter how silly, and give CONstructive criticism... I think the reason why there are little posts isn't due to the fact that there aren't very many PUP enthusiasts reading the forum, but instead due to the fact others are impatient with those not as knowledgable and blatently rude when posting comments that bash ideas and the poster. Seriously, go back and read suggestions and you'll see what I mean, which I might add keeps anything from ever being done. Moral of the story: I would like to see other peoples ideas about everything even if PUP isn't your favorite job...and if you like an idea "Like it" so things can get done for the better of the job!

(P.S. definitely like Siviard's idea, because at this point it is a must granted there are only 4 types of animators in all of vanadiel.)

To the devs: According to webster:

Balance (n): a state of equilibrium or equipoise; equal distribution of weight, amount, etc.

According to me: FFXIs greatest shortcoming... And used more often to justify ignoring playerbase than organic chemists use resonance and "its a wave" to explain $&@% they don't know. Honestly, I will probably never play RDM, but seriously I think their are more PUPs than RDMs now.... And apparently only 1% percent actually play this job... But I guess thats "Balance" for ya...

Theytak
08-28-2012, 07:45 AM
I'd really rather they not try to fix or improve this garbage 2hour, and just replace it outright. Our pets simply don't have the ability to effectively utilize the player 2hours they've been given. I've already posted several different ideas in the 2hour thread, all of which would be vastly superior to what we were given, without upsetting balance in any way, so I'm not going to bother repeating them here. I also don't really agree with the idea of more maneuver consuming attachments; not with maneuvers as hindering as they are now, but I will agree that I'd like to see more trade-off style abilities as well.

Right now, pup has a very long void between job abilities. Deus at 5, Repair at 15, Maintenance at 30, Merit JAs, then Tactical Switch at 79, and cooldown at 95. In other words, we've got a nice, big, open area in which new, useful abilities can be put. Some examples/ideas:

Level 40: Emphasis
Duration: 5:00 Recast: 5:00
Enhances/Augments maneuvers in favor of the puppet, and doubling maneuver duration, but reducing the maximum to 2 maneuvers. This would add smallish buffs to maneuvers, like 5% atk to fire maneuver or 10 acc to thunder maneuver, and two maneuvers would, rather than doubling the effect, give a second effect, like the second fire maneuver adding 10-15 store TP or the second thunder maneuver adding 5% double attack or Crit Rate. All of these buffs would be added to the puppet, in addition to the attributes, and if SE really loved us, they could be buffed by AF gloves.

Level 55: Typecasting
Duration: 1:00 or until the next maneuver used Recast: 5:00 or 10:00
The Next maneuver used will count as two maneuvers, enhance both the player and the puppet (like 10-15% atk for fire maneuver), and last for 3:00 (or 5:00 if using the 10 minute recast and the stronger effect), but reduce the maximum number of maneuvers to 1, and prevent overwriting of the active maneuver until it wears off.

Level 70: Starring Role
Duration: 3:00 Recast: 5:00
Enhances the player's damage dealing ability while preventing the use of maneuvers at all. Does not stack with Director's Seat. Straight up Atk+25% Crit rate +10% JA Haste+10% or some derivative there of.

Level 85: Director's Seat
Duration: 3:00 Recast: 5:00
Enhances the Automaton's performance based on the equipped head and increases the potency of maneuvers, at the cost of the player's strength. Not literally STR. Essentially, this would make all maneuvers count as 2 maneuvers (but not be able to go over the 3 maneuver cap), and give the puppet a boost to its' designated abilities. Sharpshot would get a reduction in ranged attack delay and an increase in ranged attack damage and accuracy, Valoredge would get a reduction in damage taken, and an increase in attack, accuracy, and crit rate, stormwaker would get a potent boost to fast cast and m.acc, spiritreaver would get a little bit of elemental affinity depending on which maneuver was active (ie: ice maneuver would give ice affinity: dmg+2~3), soulsoother would get a reduction to cure MP cost, and a boost to cure casting time, and harlequin would still never get used so we'd never figure out what it did.