As I pointed out, weapon DMG: and items that give more stats aren't mutually exclusive. Why couldn't we have both this systemic change of DMG: on staves having a secondary function for mage jobs, AND have grips that boost pet stats?Can't say i agree, but not 100% disagree, Giving them a Staves DMG isn't going to suddenly make their fSTR, Acc, attack and dDEX not suck. Without both a DMG Boost and the Alternator-Type buffs, neither are going to be very worthwhile (Except maybe Magicals).
This doesn't "doom" anything. It's a buff. a flat out plain and simple buff. All staves have a DMG rating. Many of them also have many useful stats. This would be an upgrade no matter which weapon you use, with the avatar's current base damage being what is used with no weapon equipped. Why are you not seeing that this is nothing but a benefit for everybody- it opens up a large number of weapon options- it makes the R/M/E weapons relevant to all playstyles and not just one. This just makes sense- the avatar's power will scale much better, unlike the way things are now where a SMN can easily outdamage its pet with a high DMG weapon- this way, the avatar is always stronger than you no matter what weapon you use.I'd rather them give us our Alternator Grip and just rework Avatars Damage/Delay altogether, rather than dooming them to Staff Damage, which hasn't gone well for any of the jobs.
I said that in my post- I totally agree with this. The first priority should be fixing systemic issues, not compensating for the flaws with gear.Sorry, I just can't shake the idea that they need to fix the pets themselves first, THEN focus on gear bonuses to be used for the exceptions--not as a means to balance the job's shortcomings.
That being said, tying avatar power to weapon damage is more of a systemic change. You're never not going to have a weapon equipped short of stripga. higher levels mean higher dmg staves, so this does not break early game balance either.