Page 10 of 15 FirstFirst ... 8 9 10 11 12 ... LastLast
Results 91 to 100 of 142

Dev. Posts

Hybrid View

  1. #1
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    I've been toying w/ apkallu more on test server. Beak Lunge and wing slap are so completely lackluster that there is no point in the store tp trait. I mean sneaking in a sam level store tp trait on mnk pet is kinda interesting... but then you remove anything it would be good for. The damage for the 2x ready moves are not noticeably better than normal hits... they probably will be a bit better on something w/ high def... but I don't want a mnk jug on a high def mob in the first place.

    The apkallu is a good mnk dd type, otherwise.. it hits fast and frequently (h2h & 'beak attacks'" but really what is the point in store tp when the ready moves are so useless... 2 charges for stun, 1 charge for big knock-back. well, I guess you can keep a macro for the knockback as a spell interruptor... and it might be semi reliable if you aren't using /dnc for stun.. I'd rather lose the store tp and get some more useful ready moves. The store tp is a waste as it is. Otherwise, beaklunge and wing slap should get a boost.

    There might be other bonuses hidden in there... but if so, they are hidden so well, they may as well not even exist.
    (3)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  2. #2
    Community Rep Rukkirii's Avatar
    Join Date
    Apr 2011
    Posts
    65
    Why is the development team heading in the direction where BST only use jug pets?
    Recent content contains a lot of areas with monsters that cannot be charmed as well as confrontations where summoned pets will be dismissed upon entry. Since it would be difficult for beastmasters to perform with only their Charm ability, we wanted to make adjustments to add familiars and make it so they can select their pets based on the situation.

    Of course, you will still be able to use monsters that were charmable up to now since they are still roaming the lands of Vana'diel.

    Can the devs. make it easier to change between different pets?
    Making it easier to change pets means a reduction in the call beast ability's duration, so this would be a difficult problem.

    From the beginning, familiar pets have had strong attacks and durability, so being able to constantly summon these pets would make it so a variety of monsters could be defeated with only a pet. Also, depending on the situation, if beastmasters were able to constantly change pets, it would make it possible for them to do everything.


    We would like more damage dealing pets, instead of tanking pets, so that they can be more useful in parties.

    When adding new pets, we design them by adding a special feature to them such as high attack or high defense. In the future we will be adding more pets, and among these new ones there will be an opportunity to introduce some strong attacking pets.
    (10)

    Bethany "Rukkirii" Stout - Community Team

  3. #3
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Thanx again Rukkirii chan.

    Thank you for addressing these concerns in the bst community. Its fantastic to hear that this level cap increase will not be end of new jug pet choices!

    I think SE's team is on a great track to add variety of abilities in the ready moves and traits of the different pets. There are alot of ideas out there for jugs. I"m sure we'd love to see ruzsor, opo-opo, hecteyes, and many other mobs for jugs.
    Keep up the great work! REmember event he naysayers love the game (we keep paying subscription and playing it afterall!)

    I don't think the Call Beast ability needs a shorter recast. However, it would be nice if starting a voidwatch battle or similar would reset the call beast ability.
    (1)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  4. #4
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Thanks for keeping feedback coming! It is much appreciated.

    Quote Originally Posted by Rukkirii View Post
    When adding new pets, we design them by adding a special feature to them such as high attack or high defense. In the future we will be adding more pets, and among these new ones there will be an opportunity to introduce some strong attacking pets.
    I think pets being more suited towards taking damage rather than dealing damage goes a little deeper than "high attack or high defense". Being vastly better at absorbing damage than dealing damage is pretty universal across all jug pets.

    Pets are huge, meaty bags of HP with a -87.5% Damage Taken cap. Every single jug pet has these properties, even if some have more HP than others. Some have strong elemental resistances in addition to this. I don't think anyone could ever complain about the ability of even the flimsiest jug pet to take damage.

    Looking at the offense of all jug pets, they have their auto-attack function and their auto-attacks and the ability to auto-attack. The best Ready command for damage is currently Nursery Nuzuna's "Rage", because it affects the sheep's auto-attacks. All direct-damage Ready commands are currently on par with two auto-attack rounds at best.

    The damage from these auto-attacks is very good against lower level and lower defense stuff, but falls off of a cliff against anything with decent defense and about a half-dozen levels above the pet. Being that there is no command to cram a Red Curry bun down a normally herbivorous sheep's throat or hurl a whole Marinara Pizza +1 between a ladybug's mandibles in hopes of finding a mouth of sorts, there's not much a player can do to soften this massive drop.

    If Beastmaster pets are meant to be brick walls of HP that can deal some damage to some enemies, then mission accomplished and full-speed ahead. If Beastmaster pets are meant to be balanced between offense and defense, then something is not working out.
    (7)
    Last edited by SpankWustler; 12-06-2011 at 03:28 PM. Reason: Insects have mandibles!

  5. #5
    Player Zhronne's Avatar
    Join Date
    Mar 2011
    Location
    Italy
    Posts
    1,052
    Character
    Sechs
    World
    Asura
    Main Class
    MNK Lv 99
    Quote Originally Posted by Rukkirii View Post
    Of course, you will still be able to use monsters that were charmable up to now since they are still roaming the lands of Vana'diel.
    Up to level 75, more than up to now I'd rather say...
    (1)
    And the autumn of life has finally come
    with the promise of winter thaw.

  6. #6
    Player Aldersyde's Avatar
    Join Date
    May 2011
    Posts
    265
    Character
    Mayoress
    World
    Siren
    Main Class
    PLD Lv 85
    If they're going to make jug pet abilities procs for voidwatch, then it seriously needs to be streamlined to 2 or 3 jugs...between jug recasts, ready charges, and the AoE damage abilities, if a ready move is a proc, you may as well just forget about procing and just kill it.

    So hard to believe that SE doesn't see this when they spew on about job balance issues. There has to be a way to change pets faster than call beast on a five minute timer, that is if they actually want ready abilities being used as proc in voidwatch. As it stands, its ill-thought lip service in trying to include bst in the event.

    And stop making pets vanish when vw mobs are popped. I'd really like to hear the case for 'job balance' there.
    (1)

  7. #7
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Rukkirii View Post
    if beastmasters were able to constantly change pets, it would make it possible for them to do everything.
    A method used by SMN...... right!!!

    It's cool though, it's expected where BST is concerned. We've learned we have to deal with the retarded ways SE does the job.
    1. Jug pets can't zone, yet EVERY other pet can. Wasting a fortune in places like Abyssea and on Missions.
    2. Call Beast has a silly recast timer because it'd be OP if it didn't.
    3. Reward also has a daft recast timer when it's not suffered by any other job, but hey it's been alleviated by "Dawn Mulsum" which is 10k each.
    4. "Run Wild" is a worthless ability
    5. Jug Pets are not cheap yet in newer content we now need to have a load of them as they are not only weakness but depop on EVERY voidwatch pop.

    Thanks SE!

    PS. Why not just use PUP's style where Call Beast is, if your pet has 100% of it's HP when you leave then it reset's Call Beast's timer. That'd stop the soloing issue and help in things like Voidwatch.
    (3)
    Last edited by Daniel_Hatcher; 12-07-2011 at 12:56 AM.

  8. #8
    Player Dreamin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    510
    Character
    Dreamin
    World
    Ragnarok
    Main Class
    MNK Lv 99
    So you limited us to only Jug Pets but not willing to give us a faster call timer. So basically you're telling the BST community to go and play a different job.

    If the Jug is all we can use in all 'RECENT CONTENTS', then you need to be sensitive to the fact that our call beast timer is limiting us to the point where we basically cannot use BST as a job in these contents.
    (3)

  9. #9
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    This is just laughable - they could make BST shines and better, but they refuse due some "content balancing" issue. Reducing the call timer to 3 mnts won't break the game, summoner can call pet every one minutes, and poor puppetmaster and dragoon have a much longer timer and have to just deal with it. Yes we want beastmaster to be able to do everything, it is time for them to shine for once.
    (1)

  10. #10
    Player Dreamin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    510
    Character
    Dreamin
    World
    Ragnarok
    Main Class
    MNK Lv 99
    Quote Originally Posted by Luvbunny View Post
    This is just laughable - they could make BST shines and better, but they refuse due some "content balancing" issue. Reducing the call timer to 3 mnts won't break the game, summoner can call pet every one minutes, and poor puppetmaster and dragoon have a much longer timer and have to just deal with it. Yes we want beastmaster to be able to do everything, it is time for them to shine for once.
    Just to correct here, there's no timer limit on how fast you can call another 'pet' for SMN. You can immediate release and summon a different avatar. Or any other spirit. And even if you insists on resummoning the same Avatar, there's only a 30s recast for any of them. [For those that are not familiar with SMN, all pets are summon as magic and the only timer associated with those are magic cast and recast timer and not JA timer].
    (2)

Page 10 of 15 FirstFirst ... 8 9 10 11 12 ... LastLast

Tags for this Thread