Karbuncle
07-19-2014, 12:47 AM
I know Adventuring Fellow suggestions have been brought up a few times here on the forums, a lot of them asking big things, a lot asking small. I've been playing a lot with NPCs and trusts, and I know Adventuring Fellows were not meant to be super powerful, and frankly as 119 they're pretty on par with other trusts.. but my suggestions don't really go into "Make dem more powerfuls", but more into their basic AI.
What that means is, each Trust has its own AI and quirks, and while the Adventuring Fellow has 3 "jobs", its AI is pretty dated. My suggestion would be only an improvement to their AI and borrowing some things Trusts have Introduced.
So to the matter and hand, here's what I suggest for Adventuring Fellows, a hopefully easy to implement idea.
Adjustments to AI of Fierce Attack.
*Will use Berserk and Aggressor.
*Possibly add "Hasso" when wielding with 2 hands.
Adjustments to AI of Stalwart Defender.
*Will use Sentinel and Defender
*Perhaps add "Shield Bash" to their abilities with shield equipped.
Adjustments to AI of Soothing Healer
*Afflatus Solace
*Use of Pro-Shellra V.
Adjustments to AI of All three jobs
*Addition of Merit Weaponskills to their list of weaponskills. Perhaps Purchaseable through "Fellow Points"
Those are the basic adjustments I mean. Not changing their jobs or anything fancy, just borrowing the concept of Job Ability use from Trust NPCs, making our Adventuring fellow feel more like their job.
That said, you could always add a third "Tier" of jobs, I.e "Savage Attacker", an improved fierce attacker with access to the Job Abilities I described, and perhaps better Weaponskilling AI (I.E uses stronger WS more frequently).
Anyway, thats all for this short train of thought. Making NPCs scale to 119 with us was a great idea, I'm hoping these suggestion are minor enough they could devote someone to them without causing too much time issues.
What that means is, each Trust has its own AI and quirks, and while the Adventuring Fellow has 3 "jobs", its AI is pretty dated. My suggestion would be only an improvement to their AI and borrowing some things Trusts have Introduced.
So to the matter and hand, here's what I suggest for Adventuring Fellows, a hopefully easy to implement idea.
Adjustments to AI of Fierce Attack.
*Will use Berserk and Aggressor.
*Possibly add "Hasso" when wielding with 2 hands.
Adjustments to AI of Stalwart Defender.
*Will use Sentinel and Defender
*Perhaps add "Shield Bash" to their abilities with shield equipped.
Adjustments to AI of Soothing Healer
*Afflatus Solace
*Use of Pro-Shellra V.
Adjustments to AI of All three jobs
*Addition of Merit Weaponskills to their list of weaponskills. Perhaps Purchaseable through "Fellow Points"
Those are the basic adjustments I mean. Not changing their jobs or anything fancy, just borrowing the concept of Job Ability use from Trust NPCs, making our Adventuring fellow feel more like their job.
That said, you could always add a third "Tier" of jobs, I.e "Savage Attacker", an improved fierce attacker with access to the Job Abilities I described, and perhaps better Weaponskilling AI (I.E uses stronger WS more frequently).
Anyway, thats all for this short train of thought. Making NPCs scale to 119 with us was a great idea, I'm hoping these suggestion are minor enough they could devote someone to them without causing too much time issues.