Quote Originally Posted by Camate View Post
Greetings everyone (and happy Friday!),

I'd like to follow up a bit about the planned wyvern enhancements for dragoon.

To give a simpler idea of what we have planned, by equipping a high content level weapon, we are envisioning that the stats of your wyvern also increase along with you. It's somewhat close to what a player mentioned about making it so your wyverns damage value, delay, attack, and defense increase based on your own values.

Currently there are pieces of equipment that have pet enhancing stats and by equipping them they influence your pet's strength (for example, there are already polearms in existence that enhance wyverns); however, this is not what we will be doing this time with polearms. With that said, it'll help a lot if you think of this as the polearms that are to be introduced from here on out will allow you enhance your wyvern, and the enhancements will not only increase specific stats. (We will be making it possible to enhance your wyverns after we implement the RME revamps.)

Also, the reason we didn't choose grips was because there are varieties of strong pieces of equipment that can be selected based on the situation, and if we were to make these enhance wyverns, it would be difficult to choose other options.

With that said, we felt it would be best for dragoons to be able to enhance their wyverns with their weapons.
Mmmm. I'll need to hear from you that this is also being applied to bst, pup, and smn, and then get a much more concrete explanation of just what it is you plan on doing, before I can really judge it. Thus, I'm going to stand by what I said before,

Fixing pets by adding new, pet enhancing gear is not the correct answer. It's no different than applying a band-aid to someone who's in need of surgery, and expecting the band-aid to somehow magically fix the problem. The only difference this little clarification gives, from my perspective, is that we'd be getting one of those cool cartoon-character band-aids, rather than a boring one.

Quote Originally Posted by Glamdring View Post
not gonna quote Theytak, too long. I agree with most everything you said, EXCEPT the part about pup being designed with the 6-man party playstyle in mind. I think the vision from the get go was as another soloer job, using a different mechanism than bst. It was just poorly executed which is why we are only overcoming-to an extent-"lolpup" after all these years.
That's not true. PUP was a horrible soloer at first. It didn't have the gear, or the resources, to reliably solo. The only reason people made it work was through grit, and because we had no other choice. PUP has become a soloing powerhouse, but that's no different than NIN becoming a tank, or bst becoming a soloer (bst wasn't intended to solo either, they were just damn good at it)

Quote Originally Posted by Glamdring View Post
The other player issue is the one track mind. You know, the "official" strategy people. Yes, strategy x has been shown to work. Problem is, y-n also work, but noone will do them because they aren't x. And noone will try to make o-w work, even though they may very well work with a bit of fine-tuning. That's how jobs just die in this game. Example, could paladin tank in Aby? yeah-if the other players didn't try to break records on every swing/cast. But they did, so Zerg killed pld. That's why as much as I love my new rune I was kind of sorry to see it introduced-what's the use of a new tank when all content is Zerg Uber Alles? So yeah, it's levelled and I'm going to keep playing it because I like the style, but I'm resigned to its primary use being to solo beastman/mob mage types, and the few occasions I can talk my friends into letting me play something besides thf or brd.
I'd like to remind you that I'm one of those "official" strategy people. The reason other methods aren't used isn't because people don't know how to do them, or don't want to do them, but because they're not remotely as effective or efficient as the tried and true melee zerg. Sure, method x, y, and z might all be able to kill the NM, but when the key difference between them is that method x achieves the same results as method y in a third the time, and method z with half the people, it's clear that method x is the superior choice, and doing either y or z is a waste of both your, and everyone else's, valuable time. That said, the main reason tanking died was more that tanks couldn't even hope to try and hold hate in a zerg situation. If they could, which SEis slowly working them back towards, that would only make zerging even better.