What we're trying to say is that no stats should have to be subtracted from the player to get stats for the pet- because any stat gains for the player just widen the gap between master and pet who already doesn't keep pace with the rate at which players gain power.
So: I'd like to see more axes with all stats devoted to the player plus additional pet stats on top of that. Because even then pet jobs will probably barely compete. I'm all for more options too, what I'm telling you is that neither BST should have to give up pet stats nor should you have to give up regular stats.
Your message that there is a "stat budget" and that they have to make a weapon crappier to make it improve the pet is flawed, I find that the stats they put on stuff are almost totally arbitrary even in spite of item levels.
What they should have done instead of introducing specific special items that give pets levels or levels worth of stats, is simply make pets stats increase based on your item level, so you don't have to bend over backwards for your pet, which is an extension of yourself, to be functional.
Last edited by Alhanelem; 05-25-2014 at 05:35 PM.
Exactly. The axe should be same power for players whether or not there are pet stats on it. WAR shouldn't get extra stats just cause they don't have a crummy pet to buff. That's what we are trying to say. Pet stats should not be counted against players. SO as a WAR it shouldn't matter whether there are also pet stats on an item - because if there wasn't the item would give same bonus to player. That's the only fair way. Having axes get extra stats if they don't buff pets just makes pet jobs even crappier than they already are.
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Jobs that can use weapons and the weapon skill ranks of jobs has been a real mess for a long time. In this thread people already mentioned PUP, which gets a very high throwing skill even though the job is useless if you unequip your animator to equip a throwing weapon.
Paladin and staff is another good example. Paladin get the highest staff skill rating, even though their prime requisite is the use of shields - which you can't use with staves. And conversely, PLD with their godly staff skill rating, can not equip RME staves or even Magian staves.
Scholar, which I always viewed as the true "Wizard" job, obsessed with books, a true bibliophile Gandalf lore-master, gets a very weak staff skill rating even though a book-reading wizard is never seen without his/her power staff. I always felt weapon skill ranks should be related to the amount of time a job spends with that weapon, as they have an affinity for it. So Gandalf with his books and staves, scholar would get the highest staff ranking, PLD with his shields and front line combat and zero time spend in dusty rooms with books (unlike wizards) PLD would get a super weak staff skill rating. And PUP who never equip throwing weapons because of the animator, would get super-low ranking in throwing, to reflect their lack of time spent and affinity with this weapon.
When Scholar was released it was marketed as a 'battlefield mage' and so back in 2008 I was really hoping SCH would get a really high staff skill rank. But no, SCH staff skill is way lower than PLD, a job that can't equip a staff without losing the job's main power - the shield, and a job that can't even equip magian staves or RME staves at all. Obviously there is some logic gap there - if PLD has the highest staff skill, that job should be able to equip all staves, and yet can hardly equip any of them. Some sort of spring-cleaning on the whole job/skill/equipable morass is overdue.
I'd support this. Like RDM wearing staves all the time with no staff skill. Irritating. BLU with so few clubs to choose from. Irritating. RDM starting with a dagger - even having access to relic dagger, then BAM, almost no RDM daggers ever again. BLM with dagger skill, but no daggers to equip. BST with no dual wield, crappy access to shields and a horrific shield rating (please just give us dual wield natively for the love of god) and no access to scythes worth wearing (nevermind scythe is sort of broken with nothing but crap WS) ... I could go on.
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Hello!
While not directly related to weapons that multiple jobs can utilize, I wanted to bring up some plans for katanas.
Up until now the development team has been designing wildskeeper reive rewards based off the image of each of the Naakuals and as a result there is currently no katana reward. While the plans are not to have every type of weapon rewarded for every type of content, we understand that there are not a lot of choices when it comes to katanas recently and we are planning to add more.
It will be a bit before we implement them, but the team is working on adding them as either wildskeeper reive rewards or through another avenue after the July version update.
Devin "Camate" Casadey - Community Team
I dunno, there was nothing specific in those missions that said he wouldn't be a WKR.
He was "shown the light" by the king, he's still alive, though no one knows where he's at, he was given a mission by the king, and he was "different" than the other Naakuals. That's all the info that was supplied by those missions.
Counter to that, Matsui said a while back that we will have 7 WKRs, as well as the evidence from the Naakual KI's "one of seven" and the seven treasures turn ins with RoE. It might not be a typical WKR, but I have little doubt that there won't be one at all.
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