Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast
Results 51 to 60 of 69
  1. #51
    Player predatory's Avatar
    Join Date
    Jul 2013
    Posts
    280
    Character
    Predatory
    World
    Bahamut
    Main Class
    RNG Lv 99
    Quote Originally Posted by Alhanelem View Post
    Uhm, I wasn't attacking you, nor did it seem to me like other people were, so I'm not sure why you felt this way, but i apologize regardless.
    not you the other guy
    (0)

  2. #52
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Olor View Post
    Yes, I'd also like some STR and Double attack and I shouldn't have to choose between that and utterly gimping my pet

    Especially since the only items with significant boosts for pets ATM are weapons. Weapons that also buff pets should have equal amount of master stats to other weapons PLUS the pet buffs.
    Demonjustin had it right. I don't want to see anything taken from BST, I'd simply like to see more axes with all stats devoted to the player. I'm purely for more options, not less.
    (1)

  3. #53
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,270
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Camiie View Post
    Demonjustin had it right. I don't want to see anything taken from BST, I'd simply like to see more axes with all stats devoted to the player. I'm purely for more options, not less.
    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.
    (3)
    Last edited by Alhanelem; 05-25-2014 at 05:35 PM.

  4. #54
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by Alhanelem View Post
    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.
    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.
    (0)
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  5. #55
    Player Stompa's Avatar
    Join Date
    Aug 2012
    Location
    Remora
    Posts
    666
    Character
    Nebula
    World
    Leviathan
    Main Class
    BST Lv 75
    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.
    (4)

  6. #56
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by Stompa View Post
    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.
    (1)
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  7. #57
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    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.
    (2)
    Devin "Camate" Casadey - Community Team

  8. #58
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    Quote Originally Posted by Camate View Post
    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.
    Since the last WKRs were added, I assumed we'd see a gun, katana, and Smn staff from the 7th WKR. Unless the 7th is being designed as something other than a typical WKR. ;o
    (0)

  9. #59
    Player Maledict's Avatar
    Join Date
    Mar 2011
    Posts
    36
    Character
    Maledict
    World
    Bahamut
    Main Class
    DRK Lv 99
    Quote Originally Posted by Malithar View Post
    Since the last WKRs were added, I assumed we'd see a gun, katana, and Smn staff from the 7th WKR. Unless the 7th is being designed as something other than a typical WKR. ;o
    If you'd done your recent Adoulin missions, you'd know there won't be a seventh WKR. (Well, if you fought SPOILER it'd be in a regular battlefield, maybe, but--)
    (0)

  10. #60
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    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.
    (0)

Page 6 of 7 FirstFirst ... 4 5 6 7 LastLast