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  1. #1
    Community Rep Rukkirii's Avatar
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    Apr 2011
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    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

  2. #2
    Player Xilk's Avatar
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    Mar 2011
    Location
    Windurst
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    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--

  3. #3
    Player
    Join Date
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    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!

  4. #4
    Player Zhronne's Avatar
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    Mar 2011
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    Italy
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    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.

  5. #5
    Player Aldersyde's Avatar
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    May 2011
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    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)

  6. #6
    Player Daniel_Hatcher's Avatar
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    Mar 2011
    Location
    San d'Oria
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    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.

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