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View Full Version : wheres the forgotten jobs updates?



Secondplanet
06-06-2011, 01:22 PM
I have been noticing a trend lately that SE seems to be giving out ample amounts of updates for the pure DD/Mage jobs but the side/support jobs seem to be lacking over and over.

Its nice to see Cor getting abit (very little) loving in this new update but where is the new abilities for summoner, ranger, bard or even puppet and beastmaster (beastmaster the least since they get new pets)? I just seems like SE is telling us to play the mainstream jobs only and to forget these side wonders.

Even the abilities these jobs get at times seem more like a sad excuse to keep us off their backs like summoners mana ceade, even with the +2 gear you get 200tp for your pet but only being allowed to use it every 5min isn't worth the time for 50-200dmg extra (if your lucky). I'm not going to act like i know the other jobs that get left out but feedback from players who know these jobs would be best to talk about how they are left out.

With all the atma's made for DD's and Mages and the versatile gear for them these side jobs since they are in their own unique world are left out most times since 99% of the mage gear has nothing to offer summoner and most times even be useless for brds.

Sparthos
06-06-2011, 01:29 PM
Until game dynamics change again, jobs without procs and buffers are going to be in trouble. You just don't need more than the bare minimum in Abyssea to clean house.

More people just muck things up.

If Voidwatch is going to be the heir to Abyssea then the "forgotten" jobs might see use as procs seem to be key to getting anything however from what little we've seen SE seems to have no idea where to take certain jobs, namely pet oriented classes.

Ravenmore
06-06-2011, 03:14 PM
Some of the things they are fixing in this minor update have been a problem for a while. Really wait till we are 99 to go off the handle. They can only dev and test so many jobs and tweaks at a time remember they got head hunted for 14. Look at the road map they have been giving out job adjustments more this year then we gotten in a long time. Now if the devs fubar at 99 then I will be ritght here with you. For all we know they got 10 people working on content for FF11 with a bunch of interns.

Khajit
06-06-2011, 03:26 PM
Ah yes SE has really been ignoring those WAR... er i mean mnk.. er i meansam ohwait thats this update tomorrow er i mean blm has been ohwaitgreelowprocemnitydouse.
Surely rng and bst have been left behind, WTF . TH2+ for them?
Oh well. It's not like smn bst and pup had 100% pet pdt.

Xerius
06-06-2011, 03:32 PM
Ah yes SE has really been ignoring those WAR... er i mean mnk.. er i meansam ohwait thats this update tomorrow er i mean blm has been ohwaitgreelowprocemnitydouse.
Surely rng and bst have been left behind, WTF . TH2+ for them?
Oh well. It's not like smn bst and pup had 100% pet pdt.
You probably shouldn't drink before you try to answer a question.

Secondplanet
06-06-2011, 07:48 PM
Lol i can't believe i forgot to mention Drg, yes they get to control their breath abilities now but their wyvern is still made out of paper, they should be getting job traits for more wyvern HP so their pet doesn't get 1 shotted in abyssea lol.

Ravenmore
06-06-2011, 07:59 PM
Drg also not like pup. Our pet dies we can still pump out dmg like no tomarrow. Even the 20 min timer not that big of a deal if you snag a couple of restore boxs. Trying to proc red/yellow you don't have them out and when its time to kill run in throw out your jumps WS run out or if its a mob that you can sit and melee it'll be dead long before it can take out you pet. Drgs get something that better then pets and it angon that stacks with dia.

Xerius
06-07-2011, 12:21 AM
Unfortunately, I feel like pet jobs are lost arts. DRG is the closest thing to having an actual job description as it comes but when it comes to PUP SE has no idea what to do. When it comes to SMN, SE gave us a crap ton of tools but no real logistical way to use them due to the 4 second ability delay or the cap at 45 second recast. That'd be like if a WHM could only cast 1 Cure spell every 45 seconds and when they did ALL of their spells were in lock down for the next 45 seconds. BST is still the "forever alone" job and like Ravenmore said, DRG has an identity but with all the support these days they don't even need their Wyverns save for the occasional breath.

Dfoley
06-07-2011, 01:19 AM
I would agree with the pet job statements.

It feels like every update they are adding stuff to pup, but when you sit down and look at it. Alot of it is worthless or wasted and requires an emergency maintenence to fix it 1 week after its added. (Deluxe animator, I am looking at you)

There have been issues with pup since they added it that still havent been fixed/adressed. The PET ai is terrible, control is minimal at best, having ws/spells be determined by maneuvers is crap. All of this is known and none of it a suprise. Theres even a thread in the pup forms that lists exactly whats wrong with the job and then we turn around and get a 5%/10/15/20% counter rate on a pet that we can't heal more then 1x per 2 minutes and thats a pet thats supposed to function like an in game paladin?

Luvbunny
06-10-2011, 03:37 AM
SE could help SMN by doing the following minor updates:
- Lower the perp cost of avatar at lvl 80s and up by -2
- Lower the perp cost of elemental by -4
- If you summon either avatar or elemental that match the day, you get another -1 by default.
- Make mana cede and elemental siphon to be 3 mnts timer
- Reduce the smn bp rage animation delay to 2 seconds instead of 4
- Give smn 15% more mp than what we currently have
- Reduce BP timer to 45 sec instead of 60 sec.
- Make the buffs from BP last quite a bit long since it comes from avatar 3- 5 mnts duration should be enough.

Leonlionheart
06-10-2011, 03:43 AM
SMN PUP BST need loving, yeah. COR needs some more too.

but as long as no other job gets spell haste like BRD does, it could literally stay at whatever level the second march is and still be wanted because it will help DDs become three times as effective as they were before.

Malamasala
06-11-2011, 06:20 AM
SMN needs an entire update that only focuses on SMN.

The following things needs adjustment:

1) Mana cede. Paying a huge clump of MP for very little damage boost is ridiculous.
- Solution, make mana cede cost 0 MP.

2) Armor selection. Only armors outside of AF and JSE are MAB armors. SMN has no nukes. This is ridiculous.
- Solution. Give SMN nukes up to tier IV at level 90, or give SMN melee armors. SMN has same chance as PUP or BST to deal damage. Best would be hybrid armors with both pet enhancement (or -perp) and melee stats.

3) Perpetuation. Currently you can get all your level 90 armors and negate it. But why do you have to level to 90 and finish SMN endgame to enjoy the job? Again, ridiculous.
- Solution. Halve perpetuation cost. Sure you'll have too many -perpetuation gear, but there is this thing called "choose which slot to use for -perpetuation" and use other stats in the free slots. Just like a melee doesn't need +acc in every armor slot, SMN shouldn't need -perpetuation in every.

4) Spirits. Currently they take 30 seconds from assault to cast a random spell. This just doesn't work. The following is needed:
- No casting timer reset on assault
- New spells gained post level 75
- Casting time for spells should be 10 seconds, not 30. (OR) You should be allowed to choose spell every 30 seconds.
- Spirits needs higher macc and skill. (I actually nuke voidwatch NMs for 140 damage with spirits)

5) Summoning magic. Skill over cap is the dumbest idea ever. It means each time you level, you become weaker until you 200 minutes later have BPed enough to get it back.
- Solution: Bonuses should be applied based on which level the Blood Pact was aquired. A level 50 Blood Pact should be 30 skill over cap if you are level 60 and have capped skill.

6) Wards. Wards are a complete failure. They don't scale with level, they cost a fortune in MP, and they last a short amount of time. The following changes are required:
- Make Wards scale with level. Enthunder from Ramuh should for example deal same damage as the new enfire from Ifrit. Nocto Shield should give -35 damage taken minimum at 90, instead of the pitiful 15 it gives at all levels.
- Extend duration of wards. 15 minutes stoneskin and aerial armor makes sense. 15 minutes earthen armor should exist. 15 minutes glittering ruby etc also makes sense, compared to shell V. While this allows 15 ward pacts to be active, no pact is so strong that it would be an issue with balance. (Unless you think icespikes + protect + phalanx + stoneskin is unbalanced and RDM needs a nerf)
- Alternatively make them 5 minutes, but 0 MP cost, like cor rolls. Anything else than these two ideas and it is just another failure.

7) Favors. Right now it has a 25% damage reduction (ridiculous) and such a short aura range that you can't DD and aura buff your backline.
- Solution: Make auras 25 distance. Remove the damage penalty, the job is so weak nobody wants it, what is the big idea to make it weaker? And if someone asks "what is the penalty from using favors then?" the answer is that you are stuck with a single avatar and can't swap it out without losing the favor. Imagine being locked out of stun on BLM, or not having haste access on WHM. That is how playing SMN and using a single avatar works.

8) Debuffs. Sharing your debuff timers with BP:Rage damage pacts and BP:Ward support pacts is not working. I can tell you that in 10 years playing, I've never used Fenrirs dispel because it was more worth to use howls or growls. (I've used it just to see if it was worth it though, but apart from those tests I've never used it at any real moment)
- Solution. Split the pacts further. Level 70+ into BP:Rage, low level rage pacts into BP:Sabotage. BP:Sabotage is for the record 20 sec recasts as well, so you can do several blind+paralyze etc combos relatively fast.

9) Melee. The job has same amount of melee JAs as BST and PUP. And since SMN doesn't cast spells, it has more melee time available than DRK. It would only make sense to make use of this time.
- Solution: Apart from more melee armors and staff weapons, the job should get 3 levels of accuracy trait, and staff mastery to show that it is the staff DD job. A JA to transfer TP from or to avatars would also be ideal. MP generating WSes for low levels is also needed. Heavy Swing should be changed to give MP, and Full Swing should be a higher level MP generator.

10) AOE BP:Rages. The only pact that is AOE damage is thunderspark. Why? The job would benefit a lot from a couple more at around level 40, 60 and 80.
- Solution: Just add more AOE BP:Rages.

11) Avatar melee. It is just silly behind everything else. No haste, no DA, no crit, low base damage. It was tested to be 30 base damage on all avatars except Fenrir that had like 35. In a game with WARs wielding 120 damage axes, with 50% haste, it just puts you too far behind.
- Solution. Give all avatars the same stuff as primes. En-spells + DA. That would be enough to balance it all out.

Fix those 11 points, and there won't be any need for any new SMN updates ever. The job will be solid like a rock.