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View Full Version : Dragons are off limits, but these monster are birds, beast, and amorphs.



WoW
07-27-2014, 12:43 PM
Sup beast community, SE, and devs^^

Well, the whole dragon jug pet thing stirred up quite a debate; drgs did not feel it was fair, SE viewed it as invading drg territory and so forth. However, iirc, these mobs are well within bst's ecosystem. With that being said, I have a few questions;

What is the deal with magical pets and monsters that posses magical/special normal attacks?






























http://img4.wikia.nocookie.net/__cb20121217115244/finalfantasy/images/c/c7/Flan_1_%28FFXI%29.png

http://img3.wikia.nocookie.net/__cb20130228120819/finalfantasy/images/0/06/Panopt_1_%28FFXI%29.png

I noticed that these monsters cast magic and are usually blms. We have no true mage pets, save the non-casting frog. Imo, it would be interesting to have a mage pet; perhaps add a new dimension to bst.

Flans are natural wildlife and are part of beast's ecosystem hence are fair game imo. http://wiki.ffxiclopedia.org/wiki/Category:Flans


Also;





















http://img4.wikia.nocookie.net/__cb20130327045400/finalfantasy/images/0/02/Harpeia_2_%28FFXI%29.png

http://img1.wikia.nocookie.net/__cb20120908050946/finalfantasy/images/archive/7/7d/20130327042756!Yztarg_1_%28FFXI%29.png

http://img1.wikia.nocookie.net/__cb20121217094016/finalfantasy/images/a/a1/Mantid_1_%28FFXI%29.png

http://img3.wikia.nocookie.net/__cb20130327062736/finalfantasy/images/7/7b/Matamata_1_%28FFXI%29.png

http://img4.wikia.nocookie.net/__cb20130327062831/finalfantasy/images/d/d6/Craklaw_1_%28FFXI%29.png

These 5 are birds, beast, vermin, lizards, and aquans respectively, which are part of bst's ecosystem as-well.

Harpeia are birds, simple enough. For the most part, these are usually mages. Surprisingly, this monster has no broken moves. A beast -esque garuda. These mobs have powerful tp attacks, by far the best bird mob.

Yztargs are located in kahmir drifts; beastruction is definitely broken, bonebreaking barrage should be adjusted, the hp down will not land on crap that mattered. Iirc, megascissors was adjusted in monstrosity; from %hp based to 300% dmg? I do not see an issue with this guy. Hits like a truck. These things have some sweet animations, I would take these over any beast, including the the legendary big boys or the anticipated opo-opo.

Flans are non-charamble, but so were Falcorr, Raphie, Ibuki, and the toads.

Panopots are charmble.

Craklaws are aquans. Sundering Snip; need I say more?

Mantids are vermin. Would take this over a scorpion personally.

Matamata are lizards. The stuns on these and the craklaw are far from broken. Originally, I believed they could lead to an bst army constantly stunning crap, but while fighting these, it does not a proc on occasions and they tend to favor the front attacks (The crabs from my experience). The duration of the stun is pretty short as-well.

I noticed that these monsters are within bst's ecoysystem and are rather special, which is way I singled them out. They are pretty unique to say the least. Bst deserve something unique and worthwhile for a change, we have bean hearing no all month long, some solid pets would surely cheer everyone up. These are not dragons, skeletons, etc, but within beasts ecosystem.

Imo, there is some serious potential with casting pets. The majority of our jugs are melee, but in reality, some monsters are not necessarily melee oriented. The others have special -esque attacks, but that is no reason to hold them back.

SE, how do you feel about these guys? Or pets with special normal attacks/casting pets? Surely I am not the only bst hoping for these in jug form^^ Currently, this appears to be a new trend for monsters. Several of them use special strikes, Can we have them? :)

They are well within our ecosystem, whats the deal with special strikers and mage pets? Why were normal monsters such as yztargs, craklaws, mantids, matamata glossed over in favor of other SoA mobs that repeated, such as rabbits, crabs, and mandies? Harpeia are also special strikers; what the deal with these birds? Why haven't any casting jugs been relased (Panopots, flans, harpeia or hecteyes)?

ZoMBie343
07-28-2014, 06:50 PM
These pets should be incredibly powerful, and come with R.E.M. Axes. (usable every 30 minutes and the pet should last 30 minutes.

WoW
07-29-2014, 03:21 AM
I would welcome specialty jugs zombie, but yes, these monsters are extremely powerful^^ I singled out these guys because they appear to be the strongest and possess the most utility out of their entire family^^ SE completely glossed over these guys when releasing jugs. I mean, come on SE, you have been throwing our suggestions to the side all month long, no dragons, no level cap removal, at least work with us on the jugs. What beast is better than a yztarg? What bird is better than a harpeia? What aquan is better than a craklaw? These guys are more than dd, they can do things no other mob in their family can (Other than Nakuuls) which gives them added utility.

My thinking is this; powerful monsters such as the aforementioned should NOT be off-limits; NO MONSTER WITHIN THE BST'S ECOSYSTEM SHOULD BE OFF LIMITS^^.

If SE has to make these guys hard/harder to obtain, so be. You wanna be the best, naturally, you have to put in work. The problem is this, THE CURRENT PETS SHOULD BE FREE BECAUSE THEY AIN'T WORTH CRAP. No disrespect SE, but you have been quite bad with our jug selection from 2003-2014. The best jug was chosen by players.

SE, stop being afraid to give us beneficial monsters :(. You are only policing beastmasters, hence will only see our untapped potential as "game breaking" while sams and rngs are walking by/getting off.

Bst needs powerful pets; plain and simple.

Excuses: Those Yztarg attacks stun on occasions.

Answer: So what? Sam's gain tp within seconds.

Excuses: Yztarg have powerful attacks.

Answer: So what? sams can ws and skill-chain for 10k+ dmg in delve. Can a Yztarg do 10k ready move damage with a restricted meter? Exactly.

Excuses: Harpeia have powerful attacks.

Answer: Sam's attacks are stronger and they gain tp faster; ready meter restricts us to approximately 2 minutes and 30 seconds for the powerful stuff. Guess how many ws can sam can fire off in 2 minutes and 30 seconds? Yea, I don't feel like counting neither, too many.....

Excuses: Harpeia can cast magic,

Answer: Yea.....some animals do that............

Excuses: Harpeia are rather large.

Answer: So is rahpie, galka, and titan and there are all in-game.

We want those special/unique pets^^ The ones' whom cast or stun, reduce tp, and defense down on normal attacks. Come on SE, give us bst something fresh and useful for once.

Olor
07-29-2014, 06:54 AM
I totally support all these pets. BST needs to stop sucking somehow. These might help.

Balloon
07-29-2014, 07:00 AM
I just want to put a vote against locking anything that goes towards fixing the job into a R/E/M. I'm sick of their fixes being via items. Jug pet ilvl, Satchets and Divinators are bs. Utter BS. Pet food too.

If you're willing to admit that there's something broken then fix it with actual, concrete fixes.

Mitruya
07-30-2014, 12:36 AM
Agreed.
Tons of great jug ideas.
I really feel for soloers and casual pet job players that don't get an opportunity for the 119 pet stuff. And when a player does get them, chances are they were on another job in the event, and afterwards they still don't get to use them in anything worthwhile.

Balloon
07-30-2014, 01:03 AM
or 117 pets. For some reason Magneto is locked behind Delve.

I don't know why we had to be 110, 115 and 117 instead of the 113 117 119 tier all the other weapons come in.

Balloon
07-30-2014, 01:24 AM
As for magic pets, I used to love charming a Hecteyes and using Sic. Having them cast some random magic spell just felt so much more interesting. They pull from a finite list of spells, by the behaviour of some of the mobs, having a pet that can cast a few things wouldn't be too broken (or at all broken, is them casting a Fire V really going to be too OP, with the cast time, chance for interruption and probably crappy MACC/MAB they possess?)

Be a bit more unique than a "OMG NEW SHEEP COLOUR SO OP" pet that you're suggesting.

Olor
07-30-2014, 02:12 AM
I just want to put a vote against locking anything that goes towards fixing the job into a R/E/M. I'm sick of their fixes being via items. Jug pet ilvl, Satchets and Divinators are bs. Utter BS. Pet food too.

If you're willing to admit that there's something broken then fix it with actual, concrete fixes.

Yeah this. No locking pets to REM... BST shouldn't require it to be playable.

Grekumah
07-31-2014, 04:09 AM
Greetings Beastmasters,

I think if I saw a Beastmaster summon any of the pets you suggested I would turn and run straight in the opposite direction!

When it comes to these larger-sized monsters, many of them have auto-attacks and movement animations that are different than your average, run of the mill monsters, so it would be tricky to make them charmable or summonable with jugs in various areas.

Additionally, for monsters such as Harpeia, Yztarg, and Gnolls, lore-wise they are supposed to have intelligence that is close to humans, and as such they cannot be made into pets.

With that said though, we will continue to add a variety of new jug pets as we move forward, but please understand that there are some monsters that we cannot add as pets.

Olor
07-31-2014, 04:12 AM
gnolls? Who mentioned a gnoll? What about cracklaws, matamatas, mantids and panopts?

At any rate nice to see you in the thread... so uh... when we getting significant updates that allow us to suck less in content that matters?

Balloon
07-31-2014, 04:16 AM
Cracklaws, Matamatas and Mantids fall into the range of "Weird AutoAttacks".

I just think at 99 we'd have more of a capacity to charm bigger, more intelligent beasts.

It's going to be another sheep and another crab. Please look forward to it.

WoW
07-31-2014, 04:32 AM
First and foremost, thanks for replying^^

As it pertains to the pets; I don't really care anymore, in a way, I saw this coming.

Monstrosity > beastmaster anyway. I will just wait for the next mon update; hanging up my axe for good.

There is nothing beastly about bst in XI; previous titles had much more interesting pets; some even called forth dragons and behemoths iirc.

When ppl see a bst pet; they should run in fear or be intimated.

Anyway, thanks for the reply Grekumah^^

Xerius
07-31-2014, 06:59 AM
Additionally, for monsters such as Harpeia, Yztarg, and Gnolls, lore-wise they are supposed to have intelligence that is close to humans, and as such they cannot be made into pets.
But... From a lore perspective all of the races are able to be charmed, so...

Balloon
07-31-2014, 07:04 AM
But... From a lore perspective all of the races are able to be charmed, so...

I demand a TaruTaru Jug Pet.

Stompa
07-31-2014, 07:32 AM
I totally agree with SE not adding Dragon pets. In Role-playing Lore, Dragons are the oldest creatures in all worlds, they are the most intelligent creatures by far, and also they have magical abilities that rival the greatest mages.
These factors would mean that Dragons are simply too old, smart and magical to fall prey to "charm." They are not "beasts" in the sense of wild animals, which are the Beastmaster's traditional charm target, and replicated in the jugpets. Dragons are more like ancient gods. Whenever Dragons have served people, it has always been by choice - for example Dragon-Riders were able to use Dragons as battle steeds because the Dragons respected the rider and shared a common cause. Sometimes a powerful wizard would enslave a Dragon - but usually this would backfire and the wizard would perish, because Dragons are smart enough to break spellbonds soon enough.
Some of the other mobs mentioned here are more realistic and interesting, and would fit the Beastmaster's professional profile better.

Also I agree with the other posters who enjoyed charming hecteyes for the interesting Sic list, they were always one of my favourite charm mobs too!

Ophannus
07-31-2014, 08:09 AM
Behemoths? They have to be dumb, Beastmen enslaved them during the Crystal War as war creatures.

Balloon
07-31-2014, 08:10 AM
They also have Dragon pets. I don't know why the Orcs are so much more charismatic than us people (Apart from galka, that's obvious.)

WoW
07-31-2014, 08:16 AM
I totally agree with SE not adding Dragon pets. In Role-playing Lore, Dragons are the oldest creatures in all worlds, they are the most intelligent creatures by far, and also they have magical abilities that rival the greatest mages.
These factors would mean that Dragons are simply too old, smart and magical to fall prey to "charm." They are not "beasts" in the sense of wild animals, which are the Beastmaster's traditional charm target, and replicated in the jugpets. Dragons are more like ancient gods. Whenever Dragons have served people, it has always been by choice - for example Dragon-Riders were able to use Dragons as battle steeds because the Dragons respected the rider and shared a common cause. Sometimes a powerful wizard would enslave a Dragon - but usually this would backfire and the wizard would perish, because Dragons are smart enough to break spellbonds soon enough.
Some of the other mobs mentioned here are more realistic and interesting, and would fit the Beastmaster's professional profile better.

Also I agree with the other posters who enjoyed charming hecteyes for the interesting Sic list, they were always one of my favourite charm mobs too!

Tell that to the kindred; but anyway, this thread is about beast within the bst bestiary, not dragons. Birds, apes, etc. Also, dragons among others mobs were catch-able in past FF titles by bst.

Balloon
07-31-2014, 08:19 AM
Square hide behind Lore when it suites them. It's been evident for a while.

WoW
07-31-2014, 08:28 AM
Square hide behind Lore when it suites them. It's been evident for a while.

Basically.

Perhaps even creating lore on the spot; never knew yztargs were intelligent; sure they are apes, but opo-opo are ape/monkey-ish as-well. I mean, it is their game, hence they control the lore, but come on now, lol, really, lol? Numerous mobs are un-charmable, not sure it is an intellect thing, i mean, Panopots and hecteyes are able to cast, hence may be intelligent, but cocks appear pretty simple, but yet, uncharmable.

As I was saying; SE is lazy with the jugs. There are a tooooon of large mobs; they may equate to the number of medium/small size mobs. Translation; we are going to keep recycling rabbits, sheep, etc. Also, wasn't Raphie large? Hmmmm.

Olor
07-31-2014, 08:44 AM
and the slug has "en slow" on its attacks so it's nonsense to say no to the matamata cause it can stun on hits. Come on. We need some decent jugs. And how have yztarg ever been portrayed as intelligent?

Malthar
07-31-2014, 09:06 AM
Additionally, for monsters such as Harpeia, Yztarg, and Gnolls, lore-wise they are supposed to have intelligence that is close to humans, and as such they cannot be made into pets.

Funny, humans have intelligence "that is close to humans" and they can still be charmed.

Leonardus
07-31-2014, 09:19 AM
Greetings Beastmasters,

I think if I saw a Beastmaster summon any of the pets you suggested I would turn and run straight in the opposite direction!

What do you see right now, Grekumah? A bunch of rabbits, crabs, grasshoppers and frogs, right? I'm a Level 119 veteran Beastmaster. Do you really think I want to call another fearsome...sheep?

I know WoW pointed out some of the most ferocious monsters of Vana'diel, but he's making a good point. Right now, again, we're veteran Level 119 Beastmasters...calling cute little bunnies and occasionally tanking things on Easy/Normal Mode with tulfaires if we're bored. We could use some fear. My Guttler, proud as it is, should not be more intimidating to the enemy than my familiar. Something is amiss.


I totally agree with SE not adding Dragon pets. In Role-playing Lore, Dragons are the oldest creatures in all worlds, they are the most intelligent creatures by far, and also they have magical abilities that rival the greatest mages.
These factors would mean that Dragons are simply too old, smart and magical to fall prey to "charm." They are not "beasts" in the sense of wild animals, which are the Beastmaster's traditional charm target, and replicated in the jugpets. Dragons are more like ancient gods. Whenever Dragons have served people, it has always been by choice - for example Dragon-Riders were able to use Dragons as battle steeds because the Dragons respected the rider and shared a common cause. Sometimes a powerful wizard would enslave a Dragon - but usually this would backfire and the wizard would perish, because Dragons are smart enough to break spellbonds soon enough.

Please explain the Kindred Beastmasters in Dynamis-Xarcabard, then, unless you are actually referring to Wyrms, which I agree should be off-limits.

Stompa
07-31-2014, 01:36 PM
Yeah I meant Dragons as in actual big spellcasting giant mobs with Names. This is not FFXI related, in the history of RPG Dragons always have Names, they are always centuries old, always powerful spellcasters, always smarter than humans.

I understand this thread is about BST, my first lvl 75 job was Bst75/whm37 in 2005 (it took me all of 2004 and half of 2005 to solo Bst lvl 1-->75 lol) and I went on to play Bst75 as main until Pup arrived. So I get what you're saying about not being able to charm some mobs and how that doesn't make sense, I've thought that too over the years and I agree with you.

My point was just that actual major [true] Dragon pets wouldn't work for me because I grew up in AD&D roleplaying and for me Dragons are not part of the normal species groups, they are not the kind of mob that would become a pet unless they wanted to.

Glamdring
07-31-2014, 09:54 PM
I just want to put a vote against locking anything that goes towards fixing the job into a R/E/M. I'm sick of their fixes being via items. Jug pet ilvl, Satchets and Divinators are bs. Utter BS. Pet food too.

If you're willing to admit that there's something broken then fix it with actual, concrete fixes.

I think there's an issue with the hard-cap at 99 that makes most post-99 issues have to be fixed with gear. if the answer was a new job ability or spell that can be added at 99 or lower that's fine, but if it's something dependent on our ilevel progression it has to be done with gear-or at least with that being the leveling mechanism they've chosen it has to go through that. job points aren't the answer with their low accumulation rate and their generally being weaker than merit point boosts. They can make pet fixes, but only on jugs, however it has to be done with a gear fix as a jug IS gear. but one thing that might be workable is an adjustment to the potency of beast affinity merits-although I always liked that they could keep a jug viable longer than it was built for because it saved money (I still used funguar jugs at 75 because BA made them viable all the way up with relic gloves).

oh, and we absolutely need a blm jug, or at least something that can effectively deal with magic jobs. and a new thief jug that can reach the current cap since even falcorr doesn't reach 119 with full merits. Seems the answer to me is to take a level 119 mob X that exists in the wild as the base when designing the jug and then working backwards to the ilevel you want the jug to start.

Mitruya
07-31-2014, 11:30 PM
The scorpions and dragons and wyrms and rocs and such that beastmen have seem to crush the lore aspect somewhat. Unless the point is to create drama and excitement, the "ohsh*t look at what their army brought" type thing. Perhaps it's supposed to imply that things happen differently in the Crystal War and alternate dimensions (Dynamis), that in current/modern Vana'diel the five races cannot do such things, something to instill fear and excitement and set those mobs apart. Of course it doesn't stop us from speculating and asking for better pets.
The DRG job lore seems to indicate that it is a "lost" job class, and all we get now is a tame baby wyvern. Ok, so yeah maybe we as players can't have a big guy like Bravo.
Really though, I have yet to see a reason why BSTs can't have scorpions and rocs and whatever else that don't have some weird animation.

WoW
08-01-2014, 02:51 AM
Greetings Beastmasters,

I think if I saw a Beastmaster summon any of the pets you suggested I would turn and run straight in the opposite direction!

When it comes to these larger-sized monsters, many of them have auto-attacks and movement animations that are different than your average, run of the mill monsters, so it would be tricky to make them charmable or summonable with jugs in various areas.

Additionally, for monsters such as Harpeia, Yztarg, and Gnolls, lore-wise they are supposed to have intelligence that is close to humans, and as such they cannot be made into pets.

With that said though, we will continue to add a variety of new jug pets as we move forward, but please understand that there are some monsters that we cannot add as pets.

Gonna wait and see if yztargs, harpeia, and mantids, etc are implemented in monstrosity; but can visit numerous areas^^ Those wings do indeed make harpeia somewhat large, but the rest appear to be medium size mobs. If they are playable by the players in mon, I will also call foul.

Down-sized adamantoise, but made our pugil jug quite large. I am not buying SE's excuses.

Rwolf
08-01-2014, 05:21 AM
I have the agree with the consensus here. I'm not buying into that response and "drinking the Kool-Aid".

I want diversity in Beastmaster jug pets. Jobs, traits, some with additional effects on attacks, and most of all I want to feel powerful by summoning powerful animals.

Larger Size & Movement Animations: We got an adamantoise and it was smaller and worked just fine. We have the option to toggle off ground shaking in options.

Additional Effects & Area Attacks: Gooey Gerard has an Enslow effect so this is invalid. There is a ton of options for this.

Remove some or all additional effects.
Keep some or all additional effects but like Gooey Gerard give them a proc rate.
Make the player use pet TP on an aura or stance that allows certain additional effects.
Limit some of their AoE/Conal attacks to single attacks. There are a ton of monster abilities, weapon skills, etc that don't do what the animation looks like it does.
Or leave some of the AoE/Conal attacks in and make that a benefit and downside to using them.

Lore Perspective: Having a Beastmaster charm or jug more fearsome beasts doesn't alter lore. If anything, it's a testament to stronger Beastmasters. We have Beastmaster NPCs (of the five races) who can summon multiple large beasts or an army of worms. At the very least lore wise, we should be completely capable of taming larger game.

Do we really need to have a rigid assortment of rabbits, mandragora, and crabs because that's all Vana'diel Beastmasters can handle? As a few have stated following the lore argument, there are not only humanoids but animals who can charm players, but it's not ok vice-versa? Summoners can make a pact with powerful avatars and Puppetmasters can team up with a sentient automaton. However a Beastmaster making a pact with a sentient beast, a job that's known for their animal empathy and knowledge of animal prowess can't? That just sounds lame.

And my last point, it's a game. I am the first to agree with them on certain lore elements like dragons. However, tell the dev team to loosen up a little and let the players have some fun. I think it's completely viable to have some stronger beast type creatures as pets.

ZoMBie343
08-02-2014, 01:50 PM
Greetings Beastmasters,

I think if I saw a Beastmaster summon any of the pets you suggested I would turn and run straight in the opposite direction!

When it comes to these larger-sized monsters, many of them have auto-attacks and movement animations that are different than your average, run of the mill monsters, so it would be tricky to make them charmable or summonable with jugs in various areas.

Additionally, for monsters such as Harpeia, Yztarg, and Gnolls, lore-wise they are supposed to have intelligence that is close to humans, and as such they cannot be made into pets.

With that said though, we will continue to add a variety of new jug pets as we move forward, but please understand that there are some monsters that we cannot add as pets.

Come on, man! Throw us a bone here! :( We just want a respectable, consistently even-match pet!

Mavrick
08-03-2014, 02:33 AM
I agree with SE on this topic... Besides the monsters mentioned in the OP have very little to offer us with regards to the current state of the game. I feel you guys are just looking at monsters and judging them based off how menacing/bad-ass they look without actually considering how useful they would be.
I can find more useful monsters that we can already charm or pets we used to have as jugs before the level cap:

Lizards (http://wiki.ffxiclopedia.org/wiki/Category:Lizards)
http://img2.wikia.nocookie.net/__cb20070505215733/ffxi/images/2/29/Lizard.jpg
Notable Abilities
Infrasonics: Conal Evasion Down -25%, Duration 3:00

Giant Bats
http://img4.wikia.nocookie.net/__cb20070527100234/ffxi/images/2/20/Bat.jpg
Notable Abilities
Ultrasonics: AOE Evasion Down -25, Duration ~3:00
Subsonics: AOE Defense Down -25%, Duration ~90 seconds

Slugs
http://img1.wikia.nocookie.net/__cb20080822003340/ffxi/images/a/a2/Slugs.jpg
Notable Abilities
Corrosive Ooze: Attack Down-33%, Defense Down-33%, duration 70~90 seconds
Purulent Ooze: Bio, Max HP-10%

Beetles
http://img2.wikia.nocookie.net/__cb20070506061523/ffxi/images/0/0c/Beetle.jpg
Notable Abilities
Hi-Freq Field: Conal Evasion Down -25%, Duration ~3:00(Overwrites itself)
Oddly enough, PanzerGalahad (HQ Beetle Lv 63) has this ability but he caps at 75.


Dhalmel
http://img1.wikia.nocookie.net/__cb20070505084313/ffxi/images/e/e2/Dhalmel.jpg
Notable Abilities
Sonic Wave: Conal Defense Down-50%, Duration 3:00~3:30
Berserk: Attack+50%,Defense-50%, Duration 3:00
Healing Breeze: AOE HP recovery similar to wild carrot.Dhalmels in Abyssea-Altepa recover 750~1300 HP.

Dhalmel jug alone would be absurdly powerful. I can't see SE adding such a jug unless it was tied to R/E/M or some other Hard to achieve item and I honestly wouldn't mind at all.

WoW
08-03-2014, 07:52 AM
^^Not understanding what you are trying to say;

Are you saying that the monsters listed in the OP are not powerful and we are solely basing this off of looks? Well, I am a dd-fanatic; Olor can tell you that^^ I am against any non damaging jug and all of the the ones you listed, save the dhamel (Whom is large according to SE, so it is a no-go, but you agree with SE iirc) are not useful nor damaging. You also failed to mention the tiger and falcorr, whom are light years more useful than a lizard, the normal beetle, giant bat, or slug. Heck, I would take droopy over a big bat, normal beetle, and another lizard. With the exception of the dhamel (Whom is too big according to SE) the rest are pretty sub-par. Not trying to dismiss your input or nothing like that, but pet buffs rarely (If at all) land on bosses. You are also missing some families as-well. I would love a beetle, but non the normal ones in your post.

If you want to go small ball; I would personally take these guys with no complaints.

http://img2.wikia.nocookie.net/__cb20130813093739/ffxi/images/0/02/Red_Raptor.png

Whirling Inferno: Deals fire damage to enemies within a fan-shaped area originating from target. Additional effects: Weakened physical attacks, weakened defense, inability to recover from KO.

http://images.wikia.com/finalfantasy/images/archive/f/fd/20121226141036!Bat_Trio_2_%28FFXI%29.png
Train Fall: Deals 600% physical damage. Additional effect: HP Drain

http://img1.wikia.nocookie.net/__cb20121217115447/finalfantasy/images/4/49/Sandworm_1_%28FFXI%29.png
(Already pigmy sized) Slaverous Gland:Delivers a 5-fold earth-based physical attack to enemies in front of the caster.

http://img3.wikia.nocookie.net/__cb20130812181541/ffxi/images/thumb/6/6d/Rhino.jpg/500px-Rhino.jpg
Rhinowrecker: Deals physical damage to enemies within a fan-shaped area originating from caster. Additional effects: Defense Down, Knockback. This is the stronger beetle, pet debuffs are not reliable (Hi-Freq Field), even on VTs and ITs in monstrosity, let alone bosses. Rhinowrecker deals insane damage on VTs and ITs.

http://img1.wikia.nocookie.net/__cb20121217072947/finalfantasy/images/9/9e/Opo-Opo_1_%28FFXI%29.png
Vicious Claw: Heavy Damage Single target attack.

http://img1.wikia.nocookie.net/__cb20130719110017/finalfantasy/images/8/87/Snapweed_1_%28FFXI%29.png
All moves were hitting me like a truck.

http://img4.wikia.nocookie.net/__cb20121217110514/finalfantasy/images/5/5a/Orobon_1_%28FFXI%29.png
(Already pigmy sized) Adjust Gnash like Megascissors to a specific number damage percentage. Gnash is stronger than Seismic Tail (300% damage), so make gnash say, 600% damage or something.

Iirc, the slug's special abilities are strictly debuff; not necessarily damaging.

I would place lizards on the lower tier of dd-jugs; also, infrasonics does not land on bosses.

Giant bats are poor dd and its' most beneficial moves are debuffs. A bat trio with train fall would have been a better choice.

No clue why SE would release a normal beetle when we can have this http://wiki.ffxiclopedia.org/wiki/Gamboge_Beetle_%28MON%29. Are you familiar with rhinowrecker? One of the best tp moves out there.

Not trying to be disrespectful or anything, but I would be steaming if SE released another lizard, big bat, slug, and a normal beetle when there are better sub-species or monsters in general that have not been released. The monsters I listed in the OP have much to offer^^ You are saying tp reduction, stun, and defense down on normal hits does not offer much? Are you familiar with the mobs I listed? They also have special moves that blow a lizard, slug, big bat, dhamel, and normal beetle out of the water. Not sure if you are serious brah......

We have a tool in-game which gives us a reasonable hint as to which pets are crappy and which are good. I will tell you this, lizards, big bats, and slugs, are not very damaging in monstrosity with buffs, doubt they will amount to much as jugs, in native form that is. Bst are one-handed dds, we need dd pets, not debuffs that will most likely miss a target. I will give you that dhamel, but there is no way a dhamel is more useful than any of the jugs in the OP. Perhaps you should fight a few for fun and you will see why bst are asking for these.

Rwolf
08-05-2014, 07:32 AM
What's not useful about the monsters in the OP? Furthermore, what's wrong with wanting menacing bad-ass pets within reason? If you're going to claim someone is only looking at it from a visual standpoint, at least go indepth as to why their attacks aren't beneficial. Otherwise, leave out the personal judgment of what you think someone else's point of view is and just talk about your stance on the issue.

I think everything posted is a good idea. We need bat pets, snapweed, and other monsters that aren't mentioned. I don't want repeats of jugs we had before, unless it's a different subspecies with a different job/traits/access to their subspecies moves.

In my opinion, it makes more sense for them just to uncap all pets with notorious monster names and turn Beast Affinity into a combination of +monster correlation/+killer effect to the pet summoned. Doing this would give a huge amount of the pets that have been specifically asked for in this thread without starting from scratch. Leaving development to add new species to fill in the blanks like bats, dhalmels, snapweeds, etc.

And even if they decided the more sentient mobs aren't full control jugs. What happened to the "Odin/Alexander-type" pets? [Job Manifesto] (http://forum.square-enix.com/ffxi/threads/11485-FINAL-FANTASY-XI-Job-Adjustment%EF%BD%93-Manifesto) Placed on the same 5 minute timer like Blue Mage's Unbridled Wisdom.

I personally think there is room for both ideas. I agree with the manifesto's vision. To broaden types of pets and provide assistance to party members.

I think all the passion they put into unique Trusts and MON's in Monstrosity show they are capable of balancing it correctly. It's just a matter of wanting to.

WoW
08-05-2014, 08:01 AM
^^I agree with this on so many levels.

SE? Some creativity please? As opposed to "Ok crew, behemoths are too big, lets not implement them" I mean, odin and alex are pretty large. Also, diabolos has a nasty wingspan.

I made a older thread pertaining to the implied bst JA; give us call beast 2 or something, which allows us to call forth the large jugs on a timer. Have the monster do a aoe buff (That hits pets and pt)or powerful attack then disappear. This http://forum.square-enix.com/ffxi/threads/11485-FINAL-FANTASY-XI-Job-Adjustment%EF%BD%93-Manifesto, was an awesome idea, had me pumped^^ However, like all of their pet job promises and the more recent "Pet jobs will out-do standard dd" it is a bunch of false promises giving us hope so we can cool off/stay subbed. Use your creativity for crying out loud; stop throwing these repeats/crappy jugs at us; it aint working. I don't plan on renewing in a few days if ppl are not interested in player input.

Olor
08-12-2014, 07:26 AM
yeah gonna agree with WoW, his suggested pets are way better than Mavrick's... seriously will be POed if we just get a bunch of repeats. Uncap the jugs, don't give us crap like that.

That said I still want a Twitherym pet.

http://img1.wikia.nocookie.net/__cb20130327063117/finalfantasy/images/a/a1/Twitherym_1_%28FFXI%29.png

Blackout - deals damage and inflicts paralysis, blindness, and silence to targets within area of effect
Slice 'n' Dice - deals long-range physical damage that inflicts Choke status
Tempestuous Upheaval - Deals Wind damage to enemies within area of effect.

Balloon
08-12-2014, 09:13 AM
I'd like all those pets with some un-touched debuffs. Square cries utility all the time, having pets with actual bloody utility would be amazing.