Some points may greatly differ from player opinion, but please give it a read.
I would suggest that such a great disparity between developer opinion and player opinion means that there's something going on that isn't right. It implies that perhaps some common ground needs to be found, or that one (or both) of the parties doesn't have all the information they need to form a solid conclusion. It means more work needs to be done, not that the matter is put to rest.
Monsters were now able to participate in skillchains and magic burst, making them an overwhelmingly powerful source of damage.
While I absolutely love being able to skillchain and magic burst alongside my pets, and I unreservedly thank the development team for introducing this mechanism, I feel that the use of the word "overwhelmingly" might be a tad excessive here.
It's absolutely vital to remember that pets do not benefit from the majority of the support options available in this game. This includes absolutely fundamental things like healing. While I recognise (and appreciate!) the pet support options provided by Corsair, you can't use these effectively in mixed parties, or in situations where the master is intended to fight alongside the pet. I've rarely been offered them as a BST (or as a SMN for that matter) - and support buffs are one of the most essential aspects of the game. Have the developers seen heavy DD jobs solo skillchaining with support? Or just straight up spamming weaponskills? The damage is absolutely absurd, and far beyond the damage that beastmasters can deal. And while it's risky for player characters to be close to particularly nasty monsters, players can be healed extremely quickly in rapid succession by supporting players. My familiars can't.
Also please note that skillchains and magic bursts often can't happen. If people are spamming weaponskills on a monster, there is no way I can consistently make a skillchain, let alone magic burst.
I'm not asking for BST damage to be massively scaled here - I'm just trying to point out that assuming that BST is a dangerously high source of damage is invalid.
Pets also had decent survivability
This isn't true. Pets have a bucketload of hitpoints, and while there's some really useful gear to support their defences (thanks for this), there's only so much it can do - familiars cannot be frequently healed. This last point is the key. When you have monsters like caturae in Omen spamming Interference and Malign Invocation every 15 seconds, it's frequent healing that keeps players able to fight. In situations like this, defences like HP and MDT keep you from being oneshot - nothing more.
Pets also aren't benefitting from the ballooning increase in magic evasion gear that players have access to. The developers are "levelling up" player defences through gear, even though item level remains the same - but pet defences are not changing.
It's also worth noting that pet defence gear and master defence gear is not the same gear. We can't protect ourselves and our pets at the same time.
they could be called out again at full power after a five minute cooldown
Five minutes is an eternity in battlefield content. I understand (and agree) that pets shouldn't be functionally immortal, but Beastmasters should not be expected to go without a familiar for several minutes unless they've made a serious mistake.
Also bear in mind that some of our most powerful familiars are called from high-quality jugs that are not easy to make. There aren't enough in existence to call them out every 5 minutes.
At this point, beastmaster was capable of battling with almost no risk to themselves.
I really do not want to throw Summoners and Puppetmasters under the bus (particularly as I have counted the former as one of my main jobs since I started playing the game), but... they can do this. Summoner's pets are eminently disposible. Puppetmaster I understand less well, but from what I've heard and seen, automatons are basically invulnerable when set up correctly, and some of Deus Ex Automata's penalties are fairly easily overcome.
And I want to make it clear that I heartly endorse SMN, PUP, and formerly BST being able to do this - it's a different playstyle, and different is good. They don't deserve a range nerf any more than Beastmasters did. Astral Conduit/Unleash abuse is a different matter entirely, and not really relevant to this discussion.
Player skill was not involved in this version of beastmaster
Perhaps in some instances, but I'd challenge the developers to go for some of the challenging solo targets that Beastmasters (and other pet jobs) used to hunt while fighting at range. Going up against All-Seeing Onyx Eye in La Vaule [S] with just pugils and the tricky to charm sabretooths as pets was an absolute blast because it was so tricky to get right.
I really miss this sort of stuff. We need more of it - pet fights can be incredibly dangerous and risky too, given the right circumstances. Pet enmity is shocking. It's the role of the developers to give us more fights where this can be done, instead of tiny restrictive battlefields.
they could be defeated by endlessly sending out powerful pets.
This is absolutely not true. There's a five minute timer, and in battlefields there are no ambient monsters we can charm like we used to. And Summoners do this. Again, in an all pet job party, the risk is the enmity - pets can't hold hate, and that's fine. It's the risk we've always dealt with as pet jobs.
which created some extreme cases where pets did all the fighting
This can be fun, and valid. Keeping pets alive and able to fight, and managing enmity, can be really difficult against powerful monsters. Balancing a pet-based approach to fighting in battlefields is the responsibility of developers - it should be possible, but risky, just like any traditional strategy. Blanket denying it as an option isn't a good way of dealing with the problem, as it removes a whole playstyle from the game. Having lots of possible playstyles is really important.
Again, I'd like to direct the developers to old-school pet job soloing techniques. It's risky, it's dangerous, and it is an absolute blast. You make a mistake, and the monster comes over and eats your face in 5 seconds. I loved it, and I miss it.
Battles were streamlined into a monotonous process, and enemy mechanics became meaningless.
There are other approaches to defeating dangerous monsters which match this description. Zergs and Astral Conduit fights are extremely boring. Battles with time limits are boring as they promote only one strategy. This is a whole different can of worms though.
making sure its equipment and traits were used to fulfill a frontline role
I accept and understand this new vision that Beastmasters should be able to be on the front line. I welcome any additional flexibility that this outlook brings. However, I'm not seeing this happening in practice.
I very much welcome equipment (like the Tali'ah set and most new pet job accessories) and food that include pet bonuses alongside master bonuses, but the options are still restrictive and limited. This gear means that both myself and my pet have enough accuracy to actually hit monsters, some of the time, but that's a low bar. I can't gear myself for offense without sacrificing my pet's powers, and vice versa.
And if I'm honest, I'm actually completely fine with that. I don't mind hitting more slowly and for less damage than other jobs, as long as my pet is beside me making up the difference. I would really love it if, together, a balance in gearing for the pet and master added up to one whole - that's the point of the job, after all. But it doesn't work like that; improving gear and stacking buffs often gives exponential gains, and there's no situation where both myself and my pet benefit simultaneously. It just doesn't work.
To reiterate: I'm fine with the model of Beastmaster and familiar fighting together, but you as developers need to recognise that, in practice, this is far, far weaker than it appears conceptually. If you want it to work (and I want it to work!) then it needs to be done properly. Dual-purpose gear is the first step. Fencer traits are okay, but of limited use for a whole host of reasons. Together, they don't add up to the vision you propose.
Please do not continue to work under the illusion that this aim has been realised. It hasn't. It is not something that currently counts in Beastmaster's favour.
Also bear in mind that Beastmasters are still using a level 89 axe. LEVEL 89. This needs to be fixed as soon as possible. An emergency maintenance tomorrow would not be soon enough.
and shortened the range of commands to bring back a sense of risk to the job
I hope I've successfully explained that this isn't the case.
The shortened range of commands also means that sometimes they JUST DO NOT WORK. A monster paths oddly, or does a knockback move, or is just big - these things shut down Beastmaster for a few seconds, every single time. I'm so bored of my pet commands not working when my pet was right there not even a second ago, or when I'm standing right next to it.
This is still broken. It's not fun. It doesn't work. It's horrible. I hate it. Find a way to fix it.
While these adjustments lowered beastmaster’s capabilities, it was compensated for with the continued implementation of various meals and equipment, and that brings us to today.
I hope I've successfully demonstrated that gear and food don't quite add up the way they seem to add up.
The adjustments didn't just lower Beastmaster's capabilities. They stripped Beastmasters of a whole playstyle that we've been using and enjoying since Beastmaster was released as a job. Less playstyles is bad. I can't stress this enough. It was fun, and now it's impossible. That's not just a lowering of capabilities.
we don’t have plans to alter the job’s design as a frontline role and would like this source of damage to be accompanied by some risk.
I will reluctantly and grudgingly acknowledge that the development team is forcefully taking this stance and eliminating an entire playstyle from the job, but it's not working.
Bear in mind that this stance shuts down a really fun, exciting, dangerous way of playing the game by doing this. Pet job fights were so much fun, and it could all go wrong so quickly. I hate to see them misrepresented in this way.
As we’ve often mentioned, these job adjustments aren’t final, and we’ll continue making adjustments to improve its frontline capabilities
But this was a golden opportunity to realise this goal, and there was nothing in this update that helped beastmasters do anything.