
Originally Posted by
AyinDygra
I'm afraid it will always be a horrible design concept to force Puppetmasters to use Maneuvers that do not benefit the automaton to trigger weaponskills and spells.
Turning weaponskills, abilities, and spells "On and off" to completely separate the function of Maneuvers from their control over automaton attachments is one of the only logical solutions.
This goes beyond an automaton curing status ailments before curing the master's HP. It's setting up automatons to work with us, not against us. Right now, using certain maneuvers to trigger certain attachment effects wrongly informs the automaton to do things we don't want them to do. These mixed signals are unnecessary.
The system I proposed also added a new feature to the automatons that opens up a whole new world for SE, without adding new attachments for every little thing (we're out of room for new attachments in many configurations)... so adding AI cards that add new abilities to the automatons is a great idea to me. (I'd also love my automaton to be able to make use of mechanical enemy abilities like Restoral and Homing Missile, or have new job traits added.)
(Edit: my system here doesn't 100% preclude the use of Maneuvers to influence the Automaton's decisions, it just stops the automaton from doing things we don't want them to do ever)