I suppose you're also in favour of a NERF to BLU then as well? My guess is since you have it levelled, No.
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BLU doesn't need a nerf, they are pretty much useless on ilevel135 (Bringing a BLU to KIrin v2 or AV v2 is silly compared to a BLM.) BLU requires much more prep work too.
But can still do "three roles" with that work, just as BST could, using the person's argument I quoted that would make them need a NERF too, that's the problem with this mentality, it falls apart rather easily and ends up
"Waaaaahhhhhhh, my job isn't as good as said job so make said job weaker."
Rather than making the weaker job, stronger.
Also interesting is the people with this mindset are ignoring that BST's has a problem with what was adjusted and even stated they'd be fine with a DMG reduction or something else, which is a better suggestion then a MASSIVE job change 12 years into the game.
BLU can't do three roles without swapping spells and equipsets, compare to BST who can do it instantly. ^^
And BST can't do all three roles without swapping gear and/or pets. Tank? They have to be wearing DT gear, and up close that means a hybrid of master DT too. DD? Switch in DA/Attack/Acc gear, because they can whiff as much as anyone else. Support? Aside from some self buffs and a handful of debuffs (infrasonics and whatever the beetle move is) they've got nothing. Healer? Sure, if you want to use the rabbit, but good luck performing other roles successfully there. Your argument means nothing when that's the case for most jobs in the game.
And theoretically, you could perform all three roles at the same time on BLU without swapping spells. Set a healing spell, have Mighty Guard (with diffusion) and Diamondhide (the only AoE buff I can bring to mind atm) for buffs, offensive traits set via spells and enhanced with gifts for DD, and if you really feel froggy, you can even set TH1. All of that is viable, albeit forcing you to stretch your points and reduce some of your capabilities somewhat.
As a disclaimer, I play both BLU and BST, and love both jobs for different reasons. So let's stop comparing apples to oranges, shall we?
Crying to nerf other jobs is really pathetic. "I'm having less fun right now, SE please make the game less fun for other players so they can be unhappy like me."
Yes they can, not to the best as they can if they focused on one role only, but they can do a set that can do all three at a reliable level.
Basically, also odd that the thought is NERF not BUFF, FFXI has really messed with peoples views of what an MMO should be.
Giving us a visual confirmation that we are too far does not solve the issue. The issue is the RANGE IS TOO SMALL. Increase it to 10-15 yalms and we are good. No one want's 30 yalms like SMN has now.
The Distance Varies with the size of the pet and the player. Try Taru and the cricket or rabbit. You basically have to RIDE the damn thing to issue any commands!
1. ALL END GAME Monsters are BIG! Is that so hard to understand?
2. Pets Engage wherever they want. We got little to no control from which side they attack.
3. Pet's randomly change position, attack adds or simply decide to run inside the mob and do a little dance.
Behind the Monster? That's a laugh! You can't even stand on it's side. The range is too LOW. If you can't see how this is a problem then i am sorry to say this: You are ignorant.
http://i.imgur.com/jpS4sRJ.jpg
nice screenshot Skyrant... but I was alot closer than that and still getting distance error. Chapuli is more like 2.5 yalms... Tiger or rabbit I have to be 5
Some I can get as far as 7, but that's the max.
what's worse is when you are fighting a big NM in something like a wildskeeper reive or anything where there are a large number or players and trusts.. I was sitting literally ontop of pet and could not reward it for the range bugginess.
Also, you cannot find your pet in a big melee to even get close enough to it. you need to heel pet and run away from fight just to get a bearring again, so you can get close enough to use your abilities.. its really silly.
Another problem in bigger fights even if things weren't buggy is the whole pet AI immediately going after whatever last hit it. So some mob uses some ranged move/spell your pet goes after it and you have to run away from the thing you are fighting and go follow your pet as it goes to various mobs. Been killing a lot of worms lately for cp and it's ridiculous how much I have to constantly move just to stay in range of using moves while never being out of the aoe range of the mobs being attacked
With the update just 2 hours away, I'm being a little pessimistic. 7 yalms is an incredibly frustrating play style. My pet is a ball and chain and I must follow him around to get him to do anything, which takes away from things I could be doing as a front-line DD.
At this point, if BST's 2100 job point gift is "Ready range +10 yalms" ....I'll take it. :/ ...I'll feel cheated, having enjoyed Ready distance of 20-22 yalms for almost 13 years....but I just feel so defeated at this point. Best of luck everyone.
Yeah it's still fairly messed up. I'll be in range of even the aoe auto attacks of things like mantis or narraka and be unable to issue commands.... meanwhile every job and their mother can stand out of range. And let's not get into mage pts killing new pop nms in 30 seconds and most strats on nms being mage strats doing ridiculous dmg on almost everything kind of destroying any comparison to what bst every could do