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View Full Version : Trust suggestions



radar
05-21-2025, 06:20 PM
I don't know how much of this can be changed:

Healer trusts should stand >20 yalms to not get hit with AOE spells.

Trusts should spread out more and not stand behind the tank, if a monster has a cone attack it will very often kill the mages who are standing behind the tank. This is currently a big annoyance and players need to try line trusts up in a way to stop this.

A command should be added to turn off weapon skills from trusts, many players like to self skillchain and trusts interupt this and greatly reduce damage.

If attachments are added to make trusts stronger as with puppets (as stated in an interview), it would be good if specific spells and abilities can be picked for trusts to use maybe. This way you can pick which spells can be used (for instance haste2 over flurry if a player is corsair) or which weapon skills a trust will exclusively use (if any weapon skills by trusts are used at all)

Alhanelem
05-21-2025, 06:25 PM
Trust behavior depends on the specific trust. Certain healers (and other trusts) do stand at a distance. Others, like Ferreus Coffin, for instance, will melee and use WS and thus will stand close.

As for the rest, again every trust is designed to function differently. If they added all these commands it would remove what makes them distinct and why you'd choose some over others. Aside from this, major behavioral changes probably aren't likely as the scripts for each one would start to become too complicated and increase server processing load and such.

No matter how you program them to stand, there's always going to be a situation where that particular logic isn't going to be a good idea so I don't really support this. Even if you think a particular pattern is good its not going to to work for someone else in some other situation. XI's trusts are never going to be this sophisticated. And if they were, there would be even less reason to play with other people than there already is.

Zenion
05-22-2025, 12:01 AM
The number of times I've lost my TP, or even had my party killed outright, because a healer took hate and moved the mob I was fighting out of range while I was trying to hit it with that first weaponskill of the fight...

If we're not going to have basic tactics like "stay close", "keep your distance", "no weaponskills", and so on, then yeah, no, at the very least we need to keep some healers that stay in close to fight, for those times when ones that run off and kite monsters out of melee range aren't helpful.

Alhanelem
05-22-2025, 03:46 AM
The number of times I've lost my TP, or even had my party killed outright, because a healer took hate and moved the mob I was fighting out of range while I was trying to hit it with that first weaponskill of the fight...

These are things that even real players have to deal with, that annoying moron in your static that always gets cleaved by AoEs, etc. etc. so if anything this just makes the experience more genuine.