Greetings - I hope this is in the right section and hasn't recently been suggested anywhere before, as I haven't found anything using the search function. Anyway, here goes:
I would like to request that perhaps a high-level Job Trait be added to all pet jobs (SMN, BST, PUP, DRG) that grants their Pets 50% of the effect of the buffs currently active on the Master. This should, in my opinion, apply to Protect, Shell, Haste, Regen, Refresh, Regain, all Bar-spells, Bard Songs, Corsair Rolls, Geomancer Indi/Geo-Spells and Temporary Items.
My reasoning behind the suggestion is thus: Pet jobs are generally very formidable in solo or small group situations - however, once in a full party or Alliance where a plethora of buffs are available (especially while zerging), these jobs fall very short compared to others (albeit DRG less so than the other 3), as their Pets still perform at the standard level of efficiency regardless of how powerful the rest of the group has now become.
This causes a very massive discrepancy in usefulness between regular jobs and pet jobs, as "normal" jobs get a boost to 100% of their abilities, while Pet Jobs split their power into two entities, but only one of them is granted any benefits.
An always-active Trait that'd grant Pets the effects of buffs would likely put them up-to-par (or at least much closer) to the rest of the jobs in the game, very likely without unbalancing everything.
A small breakdown as to why I suggested those particular buffs:
- Protect - I believe this is self-explanatory. Some additional Defense would certainly not make Pets invincible, but add a slight amount of very welcome survivability, which is definitely necessary in Events with large amounts of AoE damage.
- Shell - See Protect.
- Regen - This would be invaluable to keep Pets alive and is especially important as SCH's Embrava is very popular, but while Players become very resilient, this doesn't apply to Pets at all, who are still dependent on Job Abilities with minutes of recast.
- Refresh - This would be very useful for PUP Automatons such as the Stormwaker or Spiritreaver, albeit not necessary. Certain rarely used BST Pets might benefit from this, as well.
- Regain - One of the most jarring disadvantages Pet jobs currently have to endure is the lack of Regain that DD jobs so greatly benefit from nowadays. Tactician's Roll, for example, grants a very significant boost which Pet Jobs could only dream for their Pets.
- Barspells - Same as Protect/Shell, really. More of a "would be nice to have" benefit, but certainly nothing to be shunned at.
- Bard Songs - The main reason next to Corsair Rolls why I started this topic. Two or even four Bard songs will massively enhance a player's abilities, but because Pets do not gain any of it, they fall far, far behind in their output.
- Corsair Rolls - Same as BRD songs, with the small difference that COR has Pet specific rolls to enhance their abilities. Aside from the fact that these are almost never used, they'd still be relevant: they grant the full-powered effect of their particular enhancement, while the suggested Job Trait only ever adds half. This way they'd still be useful and might even be utilized in conjunction with similar COR rolls to give 1.5x of the effect, allowing Pets to further close the gap between them and Players who have incredibly powerful equipment bonuses.
- Geomancer Indi/Geo-Spells - Same as BRD songs.
- Temporary Items - Very significant in VwNM. Perhaps Fanatic's Drink/Fool's Drink could apply to Pets as well (at full duration), as it's nigh-impossible to keep Pets alive for very long otherwise.
Now, I know that PUPs have Attachments/Maneuvers, SMNs have Blood Pact: Ward, DRG has Spirit Link/Empathy and BST has... well, I guess Familiar and Run Wild. These are all very nice, but not nearly enough. They do, however, still provide a use even if this Job Trait were implemented. Hastega from Garuda, for example, would grant Garuda the full effect of Haste instead of only half, while Spirit Empathy would grant 100% of the effects of buffs such as Protect, Shell and Regen.
Attachments and Familiar/Run Wild provide a baseline of efficiency for the respective job's Pets and should therefore always be considered as the point where the jobs currently stand.
I am also aware that Pet-specific equipment exists to improve their abilities. However, the Pet specific equipment often improves the Pet at the cost of the Master's potential strength, so all in all, it's very situational and doesn't give Pet jobs the edge they nowadays need to stay relevant in party situations.
It would be very much appreciated if people could give their opinions and if a Community Representative could perhaps consider fowarding this to the Development Team.
Thanks for reading~

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