View Full Version : Following Up with Fellows (Suggestions)
Quintalian
05-26-2011, 07:18 PM
Here are a few ideas about improving Adventuring Fellows.
Please allow Fellows to enter more areas. Recently I was helping someone obtain their Artifact gear by hunting for coffer keys. We started in Castle Oztroja. I had called my Fellow to make the process go more quickly. Though getting the key took longer than usual, the process was less stressful than it might have been thanks to my trusty Fellow. However, after moving on to Davoi and the Monastic Cavern, it dawned on me that my Fellow could not be called in the area where we intended to hunt. Why the disparity? I have also lost my Fellow on several occasions due to zoning into an area where the Fellow is not allowed, even when the new area does not seem significantly different from the previous, for example Qulun Dome from Beadeaux or Dragon's Aery from The Boyahda Tree.
Please consider adding more 'Merit' like bonuses for Fellows, to be purchased with Fellow Points. The recent extension of a Fellow's kill count and time limit were greatly appreciated! However, sometimes their capabilities are slightly lacking. I understand Fellows are meant as a temporary assistant and not an outright replacement for human party members. Still, the option to augment some of their abilities would be helpful.
Also, please add more 'fashion' options for Fellows. Now that they are able to accompany us to the Near East, it's time they dressed the part! Give them access to Assault Point, Nyzul, Salvage, and Einherjar gear, and new weapon models as well. More 'unique' items to buy with Fellow Points would be nice, too. I'd love to outfit my Fellow with a Moogle Rod, Moogle Shield and Moogle Cap all at once!
Any thoughts on how else to improve or modify Fellows?
Artisan
05-28-2011, 01:25 AM
I'll add to that suggesting that Soothing Healer Job be given an auto-refresh trait or refresh as a spell. My fellow burns out her mp pool so fast on spells even I wouldn't cast. It end up slowing things down having to rest her mp every 2-3 mobs.
Glamdring
05-28-2011, 01:38 AM
Artisan, I am generally on board with your refresh wishes. However, if it is whm/rdm as people suggest, then the refresh from /rdm wouldn't take effect until 82, when the /rdm would get it. Sucks, but in fairness to the whm/rdm they ape, absent gear they wouldn't get refresh until that level, seems unfair to give it to an NPC before you give it to a PC. But absolutely give it at level 82 and on. Also, I know my bard spells finally effect my NPC, so I do ballad her when she's out and I'm using bard. I don't know if any of the other Refresh spells/options can hit your NPC, as I don't have jobs that can use them. I know that Aspir Samba does NOT work, although in fairness I think all sambas should. Your NPC counts as occupying a party slot after all, party buffs should be able to hit them.
Karbuncle
05-28-2011, 02:15 AM
Some improvements to NPCs that would be nice. (Probably a few Duplicates from OP)
1) Allow us to Buff our NPCs a bit more. Right now the only methods are an Event GK, and Armor from Dynamis Tavn. I think adding "Merit" Like abilities (thanks OP) to Fellow Points would be a Wonderful Addition. Like follows
Combat Skills:
Increases Melee Combat Skills by 2 (10,000) (20,000) (30,000) (and so on. Caps @ 8)
Increases Magic Skills by 2 (Same as Melee)
Attributes:
STR (20,000) (30,000) (40,000) (etc, On to cap at 8)
DEX (same as STR) (Etc for all stats)
Combat Related:
Store TP (same as SAM potency)
Subtle blow (Same as NIN potency)(?nin right?)
Attack Speed (Max 5 merits. increases "haste" by 2% per merit)
Cure Potency: (Max 5 merits, 3 per upgrade)
Spell Recast: (Max 5, -1 Second per Merit)
Damage Taken (Max 5, -2% per Merit)
Special:
Auto-Regen: (max 2 merits, 1 per) (50,000) (100,000)
Auto-Refresh: (Max 2 merits, 1 per) (50,000) (100,000)
Combat Related (cont.):
Weaponskill Discernment: "Increases likelyhood your NPC will use Stronger Weaponskills.
*Can merit this up to 6 times. Each Merit removes the NPCs ability to use a low level WS (I.e 1 merit = No more Fast Blade, 2 merits = No More Burning, 3 merits = no more RLB, 4 merits = No more Flat Blade, etc etc)
**There would of course be an Option for NPCs to neglect these merits if you wanted.
Weaponskill Damage: "Increases your NPCs weaponskill Damage"
*Can put 5 merits max, Increases their WS damage by 2% per Merit
Advanced Spells: "Your NPC will Gain access to more spells" (1 merit max)
*Gives them Access to Tier II Debuffs, (Teir III Dia), and Erase, and "Gain-xxx" spells.
Advanced Abilities: "Your NPC will gain access to Certain Abilities"
*Gives the "Tank" access to "Shield Bash" and "Sentinel" (at appropriate levels)
*Gives the "DD" access to Berserk and Focus (At appropriate levels)
*Gives the "Healer" Access to "Afflatus Solace"
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One might think the above is "too broken", But if you consider how our NPCs dont even get access to Armor/etc, their weapon base damage is rather low, and they're uncontrollable, the above aren't horribly broken adjustments. that and their limited area to call them.
On Average, my NPC can do ~300/600dmg with Gekko, Ageha usually around 400/500, So +10% Damage (Fully merited) Isn't going to send them into "Abyssea" Territory.
I think these "Merits" Should be unlocked at 75, Similar to our Merits. And should be accessed through a quest with the guy in Ru'Lude, involving your NPC. Would be fun if it involved a fight of some sort, but i wouldn't kick my feet if it didn't.
Theres more I'm forgetting, But thats all i can come up with for Merit System. Of course, Add more Areas to access our fellows too :\
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Artisan
05-28-2011, 03:30 AM
Hey Glamdring, I hope your right and we can see your fellows start casting refresh at 82. I'm getting there, at 77 atm. In the meantime, when I'm playing as RDM, I can cast refresh on her and we can go on perpetually, thats no problem, its when i'm on mnk when we need to rest more often that it become a pain. '=p
Karbuncle
05-28-2011, 03:54 AM
my fellow is level 82, I could go test it... But I doubt they'll get Refresh.
I've been surprised before though.
Malamasala
05-28-2011, 04:38 AM
I just wish they were callable in the newest zones. It's always been the same.
Everyone is in ToAU, can't summon them there.
Everyone moves to Abyssea, can't summon them there.
Why are they only used as a cause to return to old content and never something you can use while enjoying new content?
Glamdring
05-28-2011, 04:43 AM
because NPC have A+ skill on everything, toss in 3 Atma, full cruor buffs, stir gently and VOILA! your very own Serpent General in your pocket that can solo Shinryu without a brew! j/k... but maybe
Daremo
05-28-2011, 04:54 AM
Everyone is in ToAU, can't summon them there.
Everyone moves to Abyssea, can't summon them there
You answered your own question.
Because new areas are crowded. When an area that can support 60~70 players has over 300, do you really want it to be 300+250 Fellows? I use my adventuring fellow all the time and I don't want to see that. WotG areas never got really crowded, so Fellows were available there almost from the start. ToAU areas stopped being flooded with Colibri parties, and eventually Fellows got added there. When people finally move on from Abyssea, doubtless NPCs will gain access(though I hope there's a story reason next time, I was really disappointed at the lack of explanation for ToAU access).
Glamdring
05-28-2011, 05:08 AM
You answered your own question.
Because new areas are crowded. When an area that can support 60~70 players has over 300, do you really want it to be 300+250 Fellows? I use my adventuring fellow all the time and I don't want to see that. WotG areas never got really crowded, so Fellows were available there almost from the start. ToAU areas stopped being flooded with Colibri parties, and eventually Fellows got added there. When people finally move on from Abyssea, doubtless NPCs will gain access(though I hope there's a story reason next time, I was really disappointed at the lack of explanation for ToAU access).
EXCELLENT point. Can't swing a dead cat in Aby without hitting at least 6 other players, at least 4 of whom are out to steal all your stuff/ruin your objective as it is. NPC would just make life easier for them. Couple that with all the resource drain that seems to be happening (there are how many posts on here related to lag/freeze/R0/crash right now) and recipie for disaster.
Glamdring
05-28-2011, 05:23 AM
my fellow is level 82, I could go test it... But I doubt they'll get Refresh.
I've been surprised before though.
if they don't get it, they should! Dispel, too! (and give them both to my rdm auto too, not that I'm trying to derail).
Seconding the vote for adding more gear to NPCs to choose from, particularly...
Mage Armor
Tier 13: Dalmatica Set
Tier 14: Shadow Coat Set
Tier 15: Marduks/Morrigans (Dunno what the playerbase would want more)
Heavy Armor Path
Tier 13: Adaman Set
Tier 14: Koenigs Set
Tier 15: Ares' set
Light Armor Path
Tier 13: Shura Set
Tier 14: Hecatomb's Set
Tier 15: Skadi's Set
Freestyle Path
Tier 13: Crimson Set
Tier 14: Valkyrie's Set
Tier 15: Usukane Set
Overall the sets seem to fit well to the paths, theres even 8 cursed sets! I dont even know what armor set Id pick for my NPC personally, so many good choices :D
Byrth
05-28-2011, 12:25 PM
Here, things that would make NPCs infinitely more useful:
1) Split Soothing Healer into two paths (RDM or WHM) or just remove all enfeebling magic besides Dia II.
2) Give the AI the option to take no action. If Dia II is on the monster and I have white HP and no status effects, it's cool with me if the NPC doesn't cast this time.
3) Prioritize Haste above all things.
4) I'd go with 3MP/tick Refresh for the NPC Fellow. The mage one isn't so helpful that I'd ever consider resting for him to get MP back, so he turns into a gimp melee fellow after 10 minutes.