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  1. #1
    Player
    Join Date
    Sep 2011
    Posts
    31
    Weaknesses and Automatons
    Similar with the familiar pets, we are considering making an adjustment so the Automaton can utilize special abilities that can’t miss.

    We would also like to have more input on this matter so please continue to send us your feedback.
    I agree with what others have said, remove the weakness triggers from the Automatons all together.

    Though, if that isn't an open idea to the development team, I would suggest of using abilities that target the enemy instead of Weaponskills. These abilities should come from attachments, such as Flashbulb. There is a slight more control over when attachment effects shoot off than when Weaponskills can.

    From my personal experience as a Puppetmaster who tried using the job in Voidwatch, I feel at the current state, Automaton Weaponskills does not flow with the quick pace of Voidwatch. From my perspective, the job is a burden on the group more than other jobs. The whole idea of trying to build TP on a pet, making sure the right maneuver is active, and pray to the deity of your choice that the enemy doesn't one-shot your pet before the Weaponskill fires off makes the event less enjoyable than it should be. It adds a layer of "difficulty" that is caused by luck (or bad luck in my case). On top of that, if the Weaponskill isn't the correct one, the process start all over again with a greater risk of killing the pet. Tactical Switch is an option, but that ability doesn't have a short recast timer on it. So, that ability isn't something to fall back on all the time.

    If we go with the idea of having attachments that have an effect on the mob, then we have more control over the timing of the hitting weakness. With a specific pool of abilities that are tied to attachments, the Master only has to activate the maneuver, deploy the Automaton, and wait for the ability to fire off. This is much safer and more reliable than the current system. Using attachment abilities to trigger weakness also fits in with the quick pacing of Voidwatch.

    Overall, the job itself is not Voidwatch friendly. Other than the subject of trying to trigger weakness with the Automaton, I feel that the Master's contribution to damage and other triggers is not up to par as other jobs. I have successfully triggered more Weaponskill related weaknesses as me playing Red Mage than on Puppetmaster for example. Puppetmaster after a while seems to plateau on damage capabilities that can easily be overshadowed in Voidwatch by other pure DD jobs. One of the few benefits to Puppetmaster is the capabilities to sub DNC without having most of the main job's damage capabilities hampered.

    As much as I like seeing an attempt by the development team to add less than desired jobs to an event. The event isn't friendly to the job at all. It is the equivalent of trying to hammer a square peg through a round hole and trying to make it to where the other children in the play room do the same thing. You can make it work, but the other children are not going to bother with the square pegs and just use the round pegs instead (and use the hammer to mash it through faster).
    (1)
    Last edited by Xtrasweettea; 04-17-2012 at 03:45 AM. Reason: Typo demons got me.