Any BC can be defeated if you throw enough pets at it. I'd like to see pet HP reduced, or enmity shared with the master, so that SMNs would think twice before doing that 2k predator claws and encouraging more strategy.
Any BC can be defeated if you throw enough pets at it. I'd like to see pet HP reduced, or enmity shared with the master, so that SMNs would think twice before doing that 2k predator claws and encouraging more strategy.
Any BC can be defeated if you find a way to reduce the mob's HP to zero or otherwise meet the requirements of victory. Why is "throw enough pets at it" any less valid a strategy than using Spells and Weapon Skills till the mob dies?
I'd like to see pet HP reduced, or enmity shared with the master, so that SMNs would think twice before doing that 2k predator claws and encouraging more strategy.
As opposed to the ingenious strategy of Jump, Auto-attack, Weapon Skill?
Can you explain this in more depth? It's possible to defeat any BC if you throw enough people at it. Does it really matter if pet jobs can team up and do them together? On the one hand you've got some support, healers and damage dealers, and on the other you've got a combination of puppetmasters, summoners and beastmasters - and often you need more people for a pet job strategy than a non-pet strategy.
Pet job players need to co-ordinate with each other just as other jobs do - Call Beast and Reward timers, MP and blood pact timers, pet HP, Automaton role and attachments in use, variations in effectiveness of different pets in different situations, and so on, and just like more traditiona strategies, this becomes more difficult and skill dependent as the task increases in difficulty. Pet jobs are just as penalised when something goes wrong, if not more so - a pet dying at the wrong time can shift the enmity balance across the whole party, or for solo play can botch a whole fight.
Pets already take a lot of damage. Beastmasters can soak up damage better than most, but are reliant on timers and consumables. Avatars in particular can be very squishy and despite dealing high damage (for a given value of "high" considering their appalling melee damage, reliance timers and when compared to true damage dealing jobs), they simply don't hold hate on anything that matters, even against tiny enmity actions like using bloodpacts or casting Stoneskin when too close.
Pets are also slow to deal damage, costly for some jobs, difficult to replace for others, and are so ridden with little bugs and issues that SE refuses to fix that it's remarkable that people can use them at all in high pressure situations. Watching ten summoners and beastmasters slowly wading through Walk of Echoes does not mean that the jobs are overpowered or broken - an organised group of 10 players on other jobs can most likely achieve the same effect. When disposible pets [i]are[i/] incredibly important - the few situations that pet jobs can handle that other jobs struggle at - consider how much damage those other jobs can deal, how much more effectively they can support and heal injuries, and how much more extensive their options for equipment, food and the like are, and how those many advantages work in their favour in innumerable other situations.
A lot of things are possible for pet jobs, but very rarely are pet jobs the best solution, and even rarer are they the only solution. I will grant you that some (and certainly not all) situations do not require massive amounts of co-ordination, but please consider how many situations require a perfect synergy between other jobs in order for success, then compare like for like.
Yeah, because summoners are totally overpowered and used to beat everything. We wouldn't want SMN to ever be wanted now, would we?
... not.
2k damage ever 45 - 60 seconds is *not* a lot.. Sharing enmity would make the job unplayable solo as hate would be constantly bouncing back and forth between the pet and master, even with the summoner doing absolutely nothing. Pet HP is already low for summons. While massing pets can make certain fights pretty easy, it's far from the fastest or most efficient way to win, and there are many other strategies that trivialize different pieces of content.
The last thing we need is SE to crap all over summoner when recent updates to the job have already been a joke.
This "concise list of balance issues" is nearly all opinion, not fact. Where there are facts, it's subjective whether or not it's actually a problem.
One uncommonly used ability does not make a job unbalanced. SCH overall is very strong. "balanced" doesn't mean "all abilities and functions of a given job are equally useful" - especially given the fact that it's impossible to directly compare most abilities to eachother.Modus Veritas does nothing (rounded to the most accurate generalization). This is unbalanced because there is a merit category available for this ability that does nothing.
Last edited by Alhanelem; 04-13-2012 at 04:29 PM.
No MP cost would be pushing it, but I agree with your sentiment. I'd reduce MP costs by probably 85% and remove perpetuation entirely. Give each BP its own cooldown, too. Not really outlandish to ask for more damage, specially considering that summoners before Garnet and Yuna were wielders of destructive force and respected damage dealers.
Last edited by Duelle; 04-14-2012 at 10:15 AM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
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