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  1. #421
    Player
    Join Date
    Nov 2013
    Posts
    400
    I agree, vote up^^ A buff of 25% acc would do pet jobs wonders (Since run wild is not being adjusted).

    I actually like the idea of dd-oriented pets. Alot of the older jugs are dated, as it pertains to their dd capabilities. Hobs and NN (And they are both beast ) will be the only serviceable dd, but the kahmir sheep should be superior to her. The Sabotender has 1k needles; 1k dmg was a big deal back in the day, but most pets easily surpass 1k dmg moves. Unless they plan on giving the coeurl, sabotender, beetle, etc with their recent native abilities, SE might as well released newer pets.

    I mean, the difference between sharp strike/death scissors and any Xerin (Cahpuli) ability is huge. A wivre would trump any capped lizard jug we have in the dd department. An uncapped gooey gerad would not fly in this day and age; its' moves are all debuffs. A sandworm would be a more potent amorph. The leech took reduced blunt damage, but no-one invites us to tank and he was a sub-par dd. A scorpion is vastly superior to any capped vermin. Also, Ruszors would must likely beat out any capped aquan (Mostly crabs, anyway).

    I am all in on your sentiments and new pets^^
    (1)

  2. #422
    Player Olor's Avatar
    Join Date
    Mar 2011
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    2,134
    Quote Originally Posted by Shinron-PUP View Post
    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.
    Yes. This, thank you! That's the biggest problem with using food with pet stats and jugs to fix our problems. We need the devs to adjust the baselines for these jobs - not just add gear and items to sort of half fix problems. I really think that simply removing level caps from jugs and making beast affinity add levels over the base item level would do wonders. Then BST would always have a pet 10 levels above the highest current ilevel, and our pets could actually hit things maybe, and hit them half decently hard. Right now my underskilled banish on whm does more damage to yumcax than my pet... that's broken.

    I'd like to see all gear that pup/bst/smn/drg can wear include pet stats. Don't take away stats from the master so that we can have them for pets. We should be able to wear same strength gear as everyone else WITH stats for our pets. Our pets are part of our base damage. No other jobs have 15-60+% of their damage dealing capabilities unbuffed by gear or magic. Why should we? Realistically it would be best if all gear stats simply applied to pets then SE could get rid of pet+ stats altogether. We know that is not going to happen though so at the very least we need a WIDE ARRAY of gear with +pet stats on it, and that gear should not be sacrificing stats for the master to make it work.

    And I am so mad that SE missed the opportunity afforded by the wildskeeper augment system to offer pet jobs a chance to add pet stats to their DD gear. Every crest should have had 1 pet stat available... most people would not have used it, sure, but would have been nice for those of us who like to play pet jobs. We really have no gear options that are half decent for pet and master - gosh would have been nice to add +3% pet haste or something to my otomi helm...
    (1)
    Last edited by Olor; 06-26-2014 at 01:45 AM.
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  3. #423
    Player Telford's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Zijder
    World
    Fenrir
    Main Class
    PUP Lv 99
    Quote Originally Posted by Shinron-PUP View Post

    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.
    I believe all that Camate is saying is that with all the ws's being equal in strength it won't be as vital that we have the right maneuvers up to trigger the one good ws, instead we can focus on maneuvers that enhance our attachments.
    (2)

  4. #424
    Player Olor's Avatar
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    Mar 2011
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    2,134
    Thump. I'd like more details on plans to improve pet jobs.
    (0)
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  5. #425
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Simple fix that fixes the actual issues and therefore wont need another patch in a few weeks is either allowing at least partial transfer of stats and/or letting pt/AoE buffs hit pets. As well as uncapping pets so we actually have a selection. Which has been said a billion times and needs to be done. Random pet food just fills the gap for a time maybe same with adjusting the jugs occasional and occasionally giving us new ones.
    (3)

  6. #426
    Player
    Join Date
    Nov 2013
    Posts
    400
    It has to be incredible Olor I will tell you that^^

    Perhaps the August update will address pet jobs, they are prepping for the July update, so basically, Sams, rngs, and mnks will be the golden children for at least another month, perhaps longer XD.

    I have been asking for an update that ends our agony and finally puts us in a good place, but others attacked the post and loved the mini-fixes. It would be ideal if this update fixed our current issues. Sure $hit happens and the future and adjustments must be made, but our issues can be fixed now. I am not implying that bst, pup, or drg will be perfect jobs til the end of XI, but rather, right now. Boost us so we can compete right now. The mini fixes are baffling to me; we all know the obstacles pet jobs face, lets address them. I mean damn, it took one update to break sams XD; how about one update that fixes us^^

    I am particularly interested in the ready move boost. Bst pet's have a plethora of issues, notably acc, attack and ready move dmg. If the ready move boost is extremely potent, I could deal with our current guys. However, i highly doubt that sweeping gouge, headbutt, or any chapuli move can even reach 5k on endgame crap. Droopy rarely breaks 3k in ARII from my personal experience.

    Honestly, I do not believe an extra 1 or 2k to ready move dmg would help us, considering the ready meter restrictions. It has to be substantial imo,other dds are not only doing great ws dmg, but skillchaining as-well. I still believe that beast affinity should be a master and pet skillchain XD. That merit category makes absolutely no sense. The gloves and merits should probably increase damage by 2 percent each merit or something. Also, we are the only job that require players to level the pet, not only that, but we do not have access to every pet faimily. Bst is also the only pet job whom merits do not directly effect the pet's dmg output. Imo, the update has to to be pretty amazing to fix bst. Ready moves are only one aspect of the jug; it has to hit the mob to achieve 1000 tp, but those hits are extremely weak and inaccurate. Imo, the pet may have to equate or surpass the master as it pertains to normal attacks and ws damage. No one will invite a bst because we can receive food, songs, or protect; mnks, rngs, and sams will still have an edge as it pertains to dd output and/or skillchain damage. We need an update that will fix our current issues once and for all; akin to the one update that caused these necessary adjustments.

    With the recent weaponskill update, bst could receive everything the OP mentioned and still be a sub-par dd. Ready moves are fairly weak in general, regardless of how much attack/acc you stack. Bst needs something much more drastic imo, times have changed. Bard songs, protect, and food will not compete with 20k weaponskills plus skillchain dmg. Mnks can even repetitively chain with one another in delve crap. Jugs need a re-haul; capped or 119; our jugs are horrible regardless.
    (2)

  7. #427
    Player
    Join Date
    Nov 2013
    Posts
    400
    Also, as it pertains to uncapping jugs, I would it would be awesome if we could receive some stronger past jugs in their native forms. A hippo that could fantod > hoof volley like those hippos in the past would be pretty sweet and doable. Perhaps put it on a proc system; with a decent rate. Our past jugs were awesome on paper, just not in jug form. Too many missing abilities.

    I am sort of glad sams broke $hit, perhaps this will be a turning point for pet jobs. They thought we would be broken with powerful pets until sams came along wrecking havoc now we all need updates; even wars, damn XD.
    (0)

  8. #428
    Player Railer's Avatar
    Join Date
    Apr 2014
    Posts
    79
    Character
    Drgonz
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Can we get eminent pet food also.Thanks
    (3)

  9. #429
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by Railer View Post
    Can we get eminent pet food also.Thanks
    This. If every other job that uses consumbles can get them for free with sparks, we should be able to get jugs and pet food too.
    (3)
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  10. #430
    Player Moppet's Avatar
    Join Date
    Nov 2012
    Posts
    96
    Character
    Risotto
    World
    Asura
    Main Class
    PUP Lv 99
    It's also hard not to get frustrated when the new attachments finally come out and they are craft only and require an item that is in demand for other uses.

    Vanir battery is sitting around 3m, and crafters have set the price of the new attachments to 3m-4m despite the x3 yield.

    So the answer is food that only barely brings automatons into the range where they should be? Great, we get to pay even more gil to sort of be viable?

    That's not even considering the various methods of losing food effects requiring you to use more expensive food.

    Can we have some more quests to upgrade the automaton frames?

    Some upgraded heads that have better AI? Such as being able to deploy ranged/caster autos well outside AoE.

    Or really any of the stuff that Shinron has suggested.
    (3)
    Last edited by Moppet; 07-05-2014 at 05:06 AM.

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