Good Morning/Afternoon/evening Official forums!
A lot of us... Well, Some of us... Enjoy the wonderful Adventuring fellows given to us by Square back in the day! Today, a lot of us still use these Fellows for things like Grounds of Valor, and what now. Mostly as WHM. Anyway, I thought since i know there is interest here and other places for Adventuring Fellow updates, That maybe I could compile a small list of ideas that people have suggested for Adventuring Fellows.
I'll start with my ideas, and add any that you guys suggest here. When a person makes a suggestion, like their post! if it seems good, I'll add it.
I know Adventuring Fellows aren't a big part of our daily play, but adding a bit more to their depth I think could open up another realm of gameplay for us. Anywhere, Here's a few suggestions.
--The Areas: Expanding NPC horizons--
It would be nice if we could Call our NPCs in more locations. I understand the concerns regarding where they can currently be called, But I'm asking for leniency. A few places it would be nice to be able to call our NPCs
*Abyssea - This would make them infinitely more used.
*Aht Urghan (Can we do this yet? haven't tried. If not. Yes please)
*Battlefields - (I.E, BCNMs, KSNMs, etc, they count as a "Party member", So why not? it would open up a lot of possibilities for solo players as well as duo groups)
*Special - Maybe allow us to change our NPCs look without restarting?
Thats all i can think of for those. Add more if you have them.
--The Combat: Upgrading our NPCs through "Merits".--
It only makes sense NPCs should be able to be upgraded through merits the very same way players can. I have a list of preliminary possibilities for upgrading our NPCs. I know they sound a bit broken on paper, But take into mind that NPCs are drastically nerfed compared to real players. And since they technically take a "Party Spot" there no excuse for them to downright be so very gimp. Heres some suggestions
Combat Skills:
Increases Melee Combat Skills by 4 (10,000) (20,000) (30,000) (and so on. Caps @ 8)
Increases Magic Skills by 4 (Same as Melee)
Attributes:
STR (20,000) (30,000) (40,000) (etc, On to cap at 8)
DEX (same as STR) (Etc for all stats)
Combat Related:
*Note: Job Traits You would unlock once, And from there on, They would be active Full potency based on level. Shown Below.
Store TP - 100,000 Points
Subtle blow(Mnk) - 50,000 Points.
Attack Speed - 5 "Merits" max - +3% haste per merit. (20,000/30,000/40,000)
Cure Potency: (Max 5 merits, 3 per upgrade)
Spell Recast: (Max 5, -1 Second per Merit)
Damage Taken (Max 5, -3% per Merit)
Special:
Auto-Regen: (max 2 merits, 1/tic per) (50,000) (100,000)
Auto-Refresh: (Max 2 merits, 1/tic per) (50,000) (100,000)
Auto-Regain (Max 2 merits, 1/tic per) (50,000) (100,00)
Combat Related (cont.):
Weaponskill Discernment: "Increases likelyhood your NPC will use Stronger Weaponskills.
Weaponskill Damage: "Increases your NPCs weaponskill Damage" (4% per level. max 5)
Advanced Spells: "Your NPC will Gain access to more spells" (1 merit max)
*Gives them Access to Tier II Debuffs, (Teir III Dia), and Erase, and "Gain-xxx" spells.
Advanced Abilities: "Your NPC will gain access to Certain Abilities"
*Gives the "Tank" access to "Shield Bash" and "Sentinel" (at appropriate levels)
*Gives the "DD" access to Berserk and Focus (At appropriate levels)
*Gives the "Healer" Access to "Afflatus Solace"
Thats all for Merits!
--The Battles: Adventuring Fellow Specific Battlefields
An idea proposed quite some time ago by a Galka named Zaeon. i expanded on them as follows
Adding 1man and 3man "BCNMs" for Adventuring Fellow would be fun, To add something more, this could make a lot of sense from Luto's perspective.
Luto is for all intents and purposes like Naja, Except less evil. Shes a "hired arms" type person, Thats what your NPC does, works for Luto. It could easily be, after level ~50 (maybe make a low cap for it) you could get a quest to activate doing this "missions" for Luto. Obtaining Orb through Fellow Points from the Near-eastern NPC, and then doing the battlefields.
Would be really fun idea... Each BCNM doesn't need super rewards, Just basic Synth Junk, could be a lot of Level caps too (Well not a lot). One 3man and one 1man for a few level ranges like:
50 - (5,000 Fellow Points per orb)
60 - (8,000 Fellow points per Orb)
75 - (10,000 Fellow Points per Orb)
90 - (15,000 Fellow Points per Orb)
99 - (25,000 Fellow Points Per Orb)
Each Battles could grant armor specifically for improving the NPC (That works when Summoning and does not need to remain on). Like
50 Cap armors. -
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*Fellowship Cap
lv.50
Adv. Fellow: Adds Refresh Effect.
Cure Potency +2%
MP+15
*Fellowship Briault
Lv.50
Adv.Fellow: Adds Regen Effect
Cure Potency +3%
Cure Spellcasting Time -3%
MP+10
Fellowship Mittens
lv.50
Adv.Fellow: Cure Spellcasting Time -2%
MND+3 INT+3 MP+10
Fellowship Brais
Lv.50
Adv.Fellow: MP+25 HP+25
Cure potency +2%
Fellowship Gaiters
Lv.50
Adv.Fellow: MP+10 HP+10
MND+2 INT+2 Macc+4
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This is an example of a "mage" type set. relatively low level so you can use it early on. These armors would drop from the 50, 60, and 75 BCNMs. There would be a Melee, and Tank set for each too....
As for the level 90/99 Cap fights, There would be armors for slightly higher level Adventuring Fellows! like the follows
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Fellowship Mask
Lv.90
Adv.Fellow: HP+45 Haste+3%
Accuracy +5 Attack+5
Double attack+2%
Fellowship Hauberk
Lv.90
Adv.Fellow: Haste+2% STR+10
DEX+10
Quad. attack +2%
Fellowship Gauntlets
Lv.90
Adv.Fellow: Haste+3% STR+5
Accuracy +10 Attack+10
Triple attack +2%
Fellowship Subligar
Lv.90
Ad.fel: Haste+3% DEX+4
Accuracy+4 Critical hit Rate+5%
Fellowship Leggings
Lv.90
Ad.Fell: Haste+2% VIT+5
Critical hit Damage+5%
So basically as a recap. The Battlefields would yield rewards for the player ranging from Decent Synth Mats, Maybe some scrolls, And so on, As well as a plethora of NPC-Buffing Armor. This Armor would serve to boost or Fellows from mere crappery into respectable adventurers.
There doesn't need to be dozens of battlefields. Just simple ones where you and your NPC combat a foe. Think of it like ENMs except with your NPC,and you can do them so long as you have the Fellow points.
Hope you like, and to the Dev/reps, I Hope you consider it. It would be very nice/fun.
-----The Appearance: Some upgrades to our NPCs Visuals!------
This will cover a wider area, But bare with me.*When Summoning your NPC in Full Relic, Or Empyrean Armor, NPC should show up in said Empyrean/Relic Armor as well!
*Add more high level Armors for our NPCs. Grim Cuirass, Juogi, Yhel jacket, stuff like that, Maybe even the new Mexli/Feuz/Etc Armors you added this time around.
*Add more Armor your NPC will mimic. I.E you wear XXX your NPC wears XXX.
*Make a Quest involving your NPC that allows you to give it an "Empyrean Weapon" (Aesthetic purposes) that gives him access to the Empyrean Weaponskill.)
*Maybe a quest that allows your NPC to unlock Empyrean, Relic, and Mythic Weaponskills?
*This could be the Food. Since the Food Temporarily gives your NPC Access to all Weaponskills, and is useless for that purpose at level 80+, Maybe allow the food to give your NPC access to Relic/Mythic/Empyrean Weaponskills?
*Finally: Maybe allow players to gear their NPC similar to Mannequins. When NPC is summoned, an equipment screen will be accessible similar to how you access Automatons (Or by talking to your NPC), By Equipping armor to your NPC it gains the benefits of said armor(Visible slots only, No weapons). When it is desummoned, The armor is returned to your Inventory.
**Alternative, Similar to Automatons, You could buy non-EX Equipment and trade it to Luto, When SUmmong your NPC, that Equipment will appear in "his/her" inventory, and equipable like Automatons, and remain equipped each time you call until you change it. This would make you lose the item of course... (But imagine, You could give your NPC a Haub, Aurore, Perle gear, etc, While not fantastic by our standards, would be decent by NPC standards. If you were rich could even give Juogi/Grim+1/etc. High level stuff)
**This would allow us to gear our NPC for certain situations, and vastly expand their uses. Right now they take the role of a party member, literally, we should be able to gear them a little.
-----Misc. Suggestions-----
* setting the distance from the mob ("Keep close to me / Keep distance from the monster / Stay close to the monster")
* limiting the weaponskills so our NPC won't use the low level weaponskills (eg Wasp Sting) @ level 90
* autorefresh option gained at certain level - it already has the autoregen!
Final thoughts, Please feel free to add anything you like. Discuss the OP, Add your own ideas. Thank you for reading.