Page 42 of 48 FirstFirst ... 32 40 41 42 43 44 ... LastLast
Results 411 to 420 of 477
  1. #411
    Player
    Join Date
    Nov 2013
    Posts
    400
    I can maintain a solid hit-rate on normal; I highly doubt someone can attain a decent hit-rate on VD (Would love to know myself^^), even with run wild, food, and optimization/pet full on acc gear. According to BG, the food does not look like a fix; gives acc and some attack. However, the added attack is a nice idea.

    Pets need a re-haul; plain and simple. Nobody has time to babysit a weaker pt member that does very little to contribute. We should not have to gear for pets, jugs/automatons should be able to take-care of themselves.

    As it pertains to bst, I do not give 2 craps about my pet anymore. I strictly gear for myself; it is a waste to gear for them imo. You can maintain a good hit-rate on normal, perhaps hard/difficult, but why bother? Foot kick? Headbutt? Sensilla blades? Molted plumage? Sweeping gouge? Personally, I will not carter to a jug's pet accuracy issues when that pet possess weak ready moves. I am not going to help him reach 100tp so he can do some BS crap move for triple digits. It is not like jugs do great DoT. Screw jugs atm, lol. If SE loved, Gamboge beetles, Hippos, Craklaws, and Opo-opos as much as they like grasshoppers, pink birdies, crabs, and rabbits, I would attempt to gear for them, but personally, I am tired of the BS pets and the non-existent JAs for pets.
    (1)

  2. #412
    Player Railer's Avatar
    Join Date
    Apr 2014
    Posts
    79
    Character
    Drgonz
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Gee, how about a decent shield for BST. Wild carrot via a familiar takes too long and is too weak, an ability to put pets back in jugs would be nice.
    (2)
    Last edited by Railer; 06-22-2014 at 10:30 AM.

  3. #413
    Player
    Join Date
    Nov 2013
    Posts
    400
    Quote Originally Posted by Railer View Post
    Gee, how about a decent shield for BST. Wild carrot via a familiar takes too long and is too weak, an ability to put pets back in jugs would be nice.
    Bst should have received a REM shield by now. Bst appears to be a 1 hander dd, no native DW. A shield would be nice; perhaps a bst ONLY delve shield. "Recycle pets and some other pet/master boosting combo." Would have to be powerful enough for this to happen, 1 hand > DW; but yea, I agree with you^^
    (1)

  4. #414
    Player Mitruya's Avatar
    Join Date
    Jan 2014
    Posts
    356
    It is sort of odd that BSTs can't scavenge food or recycle jugs or something. Almost every other job with consumables seems to have a way to mitigate this expense using gear or a JA.
    We still need Dawn Mulsums to stack, please.
    (3)

  5. #415
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    We should get at least native dual wield 3, or we should get a decent shield skill and some really good shields to use with it. Hell, if scythe wasn't pretty much universally the most terrible weapon in the game, I'd even take some good BST scythes... but right now we got nothing.
    (1)
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  6. #416
    Player Lithera's Avatar
    Join Date
    Mar 2011
    Posts
    733
    Character
    Lithera
    World
    Shiva
    Main Class
    BST Lv 1
    Hey WoW keep your fingers crossed that the sheep Camate talked about in another thread makes it in the game when they toss in the new pets.
    (1)

  7. #417
    Player
    Join Date
    Nov 2013
    Posts
    400
    Yea, I just read about that. Those Kahmir sheep are nasty. The pet adjustments look nice, more than what I expected; plea heard I suppose^^

    This line has bandwagon written all over it though, lol. "We’re planning to boost the combined damage over time capability of the master and pet so that it is greater than that of your standard damage dealer as there are certain costs associated with maintaining pets." Wow, if the sheep is the cheaper pet, wonder what is the costly pet gonna be (If there is one). Imo, if the pets are damaging, most will probably accept the price if they can be used in endgame.
    (0)

  8. #418
    Player Mitruya's Avatar
    Join Date
    Jan 2014
    Posts
    356
    BST with scythe would be so freakin' awesome. (I really wanted to like DRK, but with scythe not being the preferred weapon it's just sort of meh.) Agreed that BST either needs Dual Wield or shield skill (or both). On the other hand, Dar carried a sword ... ;p
    The latest post from Camate does have me intrigued.
    (0)

  9. #419
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by Mitruya View Post
    The latest post from Camate does have me intrigued.
    I am hopeful that they said they want pet jobs to be stronger - but none of the suggested changes they listed suggest they are actually going to achieve it. I think they are VERY FAR off of what is needed to bring BST in particular in line with other DDs. BST has no native DD abilities - single wield, and axe weaponskills are very weak compared to say GKT.

    Increasing the power of ready moves is not helpful since the timer is so long and JA delay makes master fall behind even further. Also the accuracy of them is terrible.

    Food is a band-aid that helps us sort of catch up but not really since it means we can't eat the best food for master damage output. Our pets don't get madrigals so in buffed situations the master is forced to choose, eat acc food and have master damage fall or eat attack food and have pet damage fall behind? Nevermind that it means that we also can't eat the best food for DDs, we are stuck eating food that also boosts pet. So other DDs can eat red curry buns but if we do our pets lose out? Food is a terrible "fix" because it has to be balanced against all jobs.

    It's impossible to get full pet haste without gimping the master and even with full pet haste, you don't get all the other stats players have on a HUGE percentage of your damage output. Let's not forget that no magical haste is pretty much a dealbreaker in terms of damage potential.

    I really don't see how the three things Camate mentioned will bring BST anywhere close to other DDs - let alone surpassing them in unbuffed situations...

    What pet jobs need = pets can get all buffs and be healed
    All stats on master's gear apply to pets

    Otherwise basically they need to give BST monstrously powerful axes, uncap all pets and allow BST affinity to give levels to pet over the weapon level. The level correction would make the pets hit hard enough to make a difference but seriously, a gimpy pet doing 75 damage at like 25% gear haste is not helpful even if instead of doing 1000 for it's WS every 2 minutes it could do 3000... not going to help
    (4)
    Last edited by Olor; 06-25-2014 at 02:58 AM.
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  10. #420
    Player Shinron-PUP's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    124
    Character
    Archedian
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    As an overarching theme for job adjustments we are planning to make attack adjustments to damage dealing jobs based on monk’s current attack capabilities.

    One aspect of this overall adjustment plan was the skill chain and weapon skill enhancements that gave samurai more power.
    • Warrior
      Compared to monk, warrior’s hit per hit strength is slightly lacking as an attacker, and the development team feels a need to give them attack power that is more suitable and in order to do this they are looking into a new type of system.

    • Puppetmaster
      We’ll be reducing the damage gap between each of the weapon skills performed by automatons and make it so you’ll be able to better control your maneuvers to match the attachments you are using.

    • Beastmaster, dragoon, and puppetmaster
      To give a rough overview of our plans for these three jobs, we’re planning to boost the combined damage over time capability of the master and pet so that it is greater than that of your standard damage dealer as there are certain costs associated with maintaining pets.

      As such, the development team is looking into the following adjustments:
      • Implementation of higher-tier mochi
        By adding new mochi, a pet’s attack and accuracy will be supplemented further.

      • Improvements to the power of special abilities
        Just as we increased the damage value of pet’s special abilities in the January version update, we’ll be making further adjustments to this again as we move forward.

      • New “Call Beast” pets
        We’re still in the midst of planning the addition of new pets, and as an example of a pet that can utilized for a comparatively lower cost, a Lucerewe-type sheep has been brought up as a possible candidate.

    The team has been assigning priority to the various job adjustment tasks at hand, so please stayed tuned for further details for each of these adjustments.
    I'd like to begin by saying that the above adjustments for pet jobs mentioned by Camate sound very promising; however, as we have all learned very well, we shouldn't get our hopes up just yet. A couple of people have already mentioned that although the development team does seem to be moving in the right direction, all of their suggestions really won't solve the struggle of pet jobs on a long term level.

    Quote Originally Posted by Camate View Post
    [*]Puppetmaster
    We’ll be reducing the damage gap between each of the weapon skills performed by automatons .
    Starting with their announcement about Puppetmaster, reducing the damage gap between each weapon skill is definitely a long awaited fix. By doing this, it will allow us to utilize some of the lower level weapon skills such as Cannibal Blade, Bone crusher, Knock out, Slap Stick, and Daze that have tactical uses in comparison to our highest tier weapon skills. However, I'd like to see something similar to the weapon skill revisions we seen in the June update applied to Automaton weapon skills because some of the lower level weapon skills automaton's acquire need a few fixes.
    * Cannibal Blade - This weapon skill is very useful because it drains HP and deals damage, however, the weapon skill is not practical sometimes because it generates no enmity. The development team should take into consideration allowing this weapon skill to generate enmity as well as receive a substantial damage boost so that it has a greater use to the Valor Edge Frame
    * Magic Moarter - Even after revisions in the past to this weapon skill, it's still considerably weak. I'd like to see further adjustment to this weapon skill maybe even possibly making it no longer HP % dependent.
    * As for other weapon skills, some modifiers and skillchain properties should definitely be moved around so that they are more competitive with the top tier weapon skills that automatons have. I would even go so far to say that some weapon skills' maneuver priorities should be changed. For example, making a strong weapon skill prioritized under Fire Manuever so that it can be combined with Flame Holder and Attack Attachments for a bigger damage result.

    Quote Originally Posted by Camate View Post
    [*]Puppetmaster
    Make it so you’ll be able to better control your maneuvers to match the attachments you are using.
    This comment was extremely vague but it sounds as though the development team is considering revamping the maneuver system but exactly what they are doing is up to interpretation... Extending maneuver duration or allowing us to use more than 3 maneuvers so that we can activate more attachments at a time are all possibilities, but I strongly doubt that they would do either of those things.

    Quote Originally Posted by Camate View Post
    [*]Beastmaster, dragoon, and puppetmaster
    To give a rough overview of our plans for these three jobs, we’re planning to boost the combined damage over time capability of the master and pet so that it is greater than that of your standard damage dealer as there are certain costs associated with maintaining pets.
    It's clearly hard to argue with the development team making pet jobs stronger than the standard damage dealer. I would say that making us stronger than standard damage dealers is possibly a bad idea because you would essentially be putting standard damage dealers in the same position that pet jobs are in currently, but if pet jobs are slightly stronger than standard damage dealers, I believe that it would be fair because we need that handicap granted we deal with pets dying easily, the costs of curing and summoning our pets, and for jobs like Puppetmaster, job ability animation spam which can considerably lower dps over time.

    Quote Originally Posted by Camate View Post
    As such, the development team is looking into the following adjustments:
    • Implementation of higher-tier mochi
      By adding new mochi, a pet’s attack and accuracy will be supplemented further.

    • Improvements to the power of special abilities
      Just as we increased the damage value of pet’s special abilities in the January version update, we’ll be making further adjustments to this again as we move forward.

    • New “Call Beast” pets
      We’re still in the midst of planning the addition of new pets, and as an example of a pet that can utilized for a comparatively lower cost, a Lucerewe-type sheep has been brought up as a possible candidate.
    [/list]
    The team has been assigning priority to the various job adjustment tasks at hand, so please stayed tuned for further details for each of these adjustments.

    * Adding higher tier Mochi - This isn't necessarily a bad idea because the current pet food is pretty pathetic granted the development team essentially said that the foods accuracy and attack value was supposed to also take into consideration the fact that pets do not receive buffs from Songs, Rolls, and Geomancy. 100 Accuracy and 100 Attack from pet food is not incorporating the missing values pets don't receive from those buffs. I'd at least like to see pets receiving 25% attack and accuracy (About 250 Accuracy and Attack) from food to supplement for us not receiving these necessary effects.

    I'd also like to point out that adding higher tier Mochi to deal with the accuracy and attack deficiency that pets currently have is a horrible idea. Pet's natural Accuracy and Attack should be boosted directly first before adding higher tier mochi, and after that Mochi should only be for supplemental purposes like when you are in high level group content. By only giving the necessary accuracy/attack for high level content through food, players who can't afford this food are going to be unable to participate on pet jobs simply because they don't have enough gil, when if they played a standard damage dealer job, they could essentially get those necessary accuracy buffs for free. In summary, pet jobs should be able to hit high level content without them necessarily using food, otherwise you're creating a dependency on another costly item to participate in high level group content... I think Beastmaster paying for jugs, dawn mulsims, and reward as well as all the other pet jobs paying for these similar items is costly enough.

    *Call Beast Adjustments - The fact that the development team keeps adding new pets as a way to supplement for damage dealing issues for beastmaster is silly to me. Instead of adding new pets, the development team should simply get rid of the level caps on all jugs. There are over 30+ useful pets that beastmaster has access to but are useless only because the level cap. By getting rid of it, beastmaster would have a larger variety of pets it'd have access to so that they can use different pets depending on the situation while also making it so that every time the development team increases the level cap, beastmaster doesn't need a new pet implemented. I do believe that more pets should be implemented for beastmaster, but I also believe that all the other pets such as tigers, cactaurs, mandrigoras, etc. should not die off at the same rate.


    A lot of the ideas the development team has for pets jobs is a good start, but after playing FFXi for over 10 years, I'm beginning to notice that the development team has a hard time implementing fixes that actually have positive long term effects. For example, Mochi (pet food) is great, but if the game goes on for another 2~5 years, and the level cap increases again, then pet jobs will be in the same place that we were before with accuracy issues then they'll have to add another high tier mochi. What we need are fixes that resolves the issue forever, and not something that just helps for a year then we're back in the same place we started. I hate to beat a dead horse, but if they would simply just allow the original suggestion of this thread to be implemented, most of the problems pet jobs have would be alleviated, but the game developers are beating around the bush still trying to figure out a overly complicated way to temporarily resolve our issues, which ironically will create more issues.
    (7)
    Last edited by Shinron-PUP; 06-25-2014 at 11:41 AM.

Page 42 of 48 FirstFirst ... 32 40 41 42 43 44 ... LastLast