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  1. #11
    Player Vandheer's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    104
    Character
    Vandheer
    World
    Leviathan
    Main Class
    BST Lv 99
    Quote Originally Posted by Okipuit View Post
    We received a bit more information regarding the details of this update:
    The potency varies depending on the pet but the amount of damage the Stoneskin can absorb will be more than the actual spell.
    Thank you Okipuit for lending us more insight to this 2-hour. I'm sure most of us would also like to know when these changes will be made on the test server so that we can reply accurately with test results of the specifics of the Stoneskin effect (its duration, how much Stoneskin is given from a majority of our pets, what stats of the pet modifies stoneskin, ect...). Or if we could bypass that and you could share some numbers with us? Probably won't happen but was worth a try.

    I am curious as to why SE didn't give us this Stoneskin ability right off the bat especially if this 2-hour is intended to raise the Masters defensive capabilities. It just seems odd that to raise the Masters defensive capabilities they choose to give us Reraise first then after we speak our 2 cents they give this 2-hour Stoneskin instead then say its meant to raise the Master's defensive capabilities.

    Quote Originally Posted by Okipuit View Post
    As for why this ability cannot be used on charmed pets is directly related to its mechanics. Since the effect variation is dependent on the pet, it is limited to only jug pets.
    As many of my fellow Beastmasters have said, if the stoneskin effect is dependent on the pet it would seem logical to let us use this on Charmed pets as they are pets as well. The only difference between the two is they they are not Jug Pets which makes me think its more that the coding is being tied to Jug Pets some how... but now I'm getting carried away. The point is we would appreciate it if we could use this ability on Charmed pets as-well since Charm was the initial ability of Beastmaster.

    Quote Originally Posted by Okipuit View Post
    We're still collecting all your feedback regarding all these new abilities so please let us know your thoughts.
    A few of my fellow Beastmasters, including myself, have also asked when SE would see this 2-hour as useful. It has many limitations such as killing off our pet and the ability itself implies that we would have been taking damage prior to using the ability, enough so to want Reraise at first but now enough so to want a "potent" Stoneskin. Sure a "Potent" Stoneskin would enhance our defensive capabilities but our Pet is our biggest defense. Do they intend for Beastmasters to use this then "Call Beast" right away? If that is the case can we tack on resetting the "Call Beast" timer to this new 2-hour? Additionally it is limited to being attached to Familiar. :S

    Personally, as I'm sure everyone knows, I am still not a fan of this 2-hour. Its effects are lackluster and against all flavor within the Beastmaster job (unless there is a pet calling kabob making craze amongst the NPC Beastmasters I'm unaware of). On the other hand familiar as a 2-hour was incredibly flavorful, it involved Beastmaster communicating with their pets and the pets kicking ass alongside the Beastmaster. Not to mention Charmed pets sticking around for 30 minutes while under the influence of familiar.

    In my opinion, there are a few key parts to Beastmaster and flavor, communicating with the wilderness (charm and our abilities that work with pets), calling forth and utilizing pets that are always loyal to Beastmasters (Call Beast), and possessing knowledge of the wilderness and its creatures (widescan and killer traits). I see Familiar as representing the first part of communicating with our pets on a high level but what about the other two parts of Beastmaster? Perhaps if we were to change this ability we could go off of either of those. I'd love to have a pet called via 2-hour that is a total badass. Ideally I'd like for the pet to stick around for 30 minutes just as Familiar makes charmed pets stick around for 30 minutes. The pet itself would have high stats to make it 2-hour worthy and not just an average pet perhaps with more then 1 killer trait.
    (4)
    Last edited by Vandheer; 08-16-2012 at 05:47 PM. Reason: Added bold font to key points so people don't need to read all of this.
    ~ BST 99, SAM 96, DRG 96, BLU 91, THF 90 ~
    http://www.ffxiah.com/player/Leviathan/Vandheer