Two Balance Issues Caused by Trust
- Trust does not impose an experience penalty, but partying with human players (even duo/trio) penalizes EXP. This discourages and punishes players for socializing and making friends. Parties of six or fewer members should not be penalized for EXP. This will balance Trusting and Partying/Duoing/Trioing. Right now, if a real-life friend of mine joins the game, my friend would be punished EXP-wise for partying with me instead of soloing with Trust NPCs.
- The fact that trust NPCs' levels dynamically adjust based on item levels is unbalanced for SMN, whose level 99 staves are more useful than item level staves (except for blood pact macros and Nirvana 119). If I want my trust NPCs to be competent when farming/doing RoE in Adoulin, I have to use an item level staff full-time that wastes my MP. I think Trust NPCs should have their stats based on the item level of equipment when they're called. I have a 117 staff. I'll gladly equip it when summoning my trust NPCs. But please don't penalize me just because my level 99 Bahamut's Staff is better than my level 117 Eminent Staff except when using Blood Pacts. Another possible solution? Give us perpetuation -3 or more on an item level staff please.
Note for forum trolls who are about to quote me and troll: I have refresh +2 with Eminent Staff equipped, weapon drawn, and a standard avatar out, but refresh +3 with Bahamut's Staff, weapon drawn, and a standard avatar out. I'm not lacking for perpetuation reduction armor, but I would like my +3 refresh with an avatar out.