I was wondering why SMN is the only Pet job that loses the effect of invisible when sending a pet into action? Has this topic been done before? I couldn't find it. But I didn't really notice it until today when I played as my PUP and BST.
I was wondering why SMN is the only Pet job that loses the effect of invisible when sending a pet into action? Has this topic been done before? I couldn't find it. But I didn't really notice it until today when I played as my PUP and BST.
"What is a man? A miserable little pile of secrets. But enough talk... Have at you!" Lord Dracula - [Castlevania:SotN]
I remember this being addressed somewhere a long time ago. It was some BS about bst pets having fighting instinct and less direction or some crap.
I agree that this needs to be changed
Think he means because "Deploy" and "Fight" both allow you to keep invisible but "Assault" wipes it. Not sure the reason, probably the fact of avatars are so easily replaced maybe?
BST pets are on a 5 minute timer + jugs, and automaton are 5~20 minute timer. And while PUP and BST can hold more of their own without a pet, they don't want to keep us without one at our side?
Perhaps, to be fair though, all these different rules for pets are so stupid. Yes, give them unique things, but stuff like Fight, Deploy etc should all follow the same rules.
I mean you have the ability to tell your pet to fight something invisible but not the ability to actually keep it fighting that one enemy.
Yet SMN can have it fighting one enemy completely loyal, yet not have it listen when they're invisible.
Blame it to "balance" BS of yesteryear.... but I agree that SE really needs to get off their lazy ass and stop doing "adjustment" on melee jobs... It is time they put some effort on pet based jobs like how they did good on Puppetmaster 6 years later. Summoner and Beastmaster are the two pet based jobs that are very due for some good adjustments, as well as Red Mage.
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