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  1. #11
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    DD automatons, yes in the past use to do more damage than the master because the master sucked horribly at that time. SE still had no idea what they wanted to do with PUP and they remained mostly on mage gear. None of the master buffs we've received had been implemented yet. I don't think the solution is going back to that time. I'm simply saying besides letting maneuvers last longer, the master's damage output is fine in my opinion.

    I do agree that JA delay sucks but the problem with being competitive is more with the automaton itself. Pets in general aren't very durable in current difficult activities and I agree that we shouldn't have to have a dedicated pet party to get buffs. It is very viable to have the pet catch up simply by increasing the amount of attachments and potency of attachments. That way we can get our pet buffed. Turbo Charger was a great start in that direction, now they just need to address other things like accuracy and defense. An accuracy attachment like Attuner, to ignore a percentage of evasion, would be nice.

    SE put themselves in this spot, if they don't want pets to receive buffs and make these events with really high evasion/magic evasion/attack/etc., they need to deal with the fact that pets will be powerful while soloing. Otherwise they need to find a way to balance pets so they dynamically grow in a group setting.
    (1)
    Last edited by Rwolf; 03-03-2014 at 04:36 AM.

  2. #12
    Player Jinzha's Avatar
    Join Date
    Oct 2011
    Posts
    45
    Character
    Jinzha
    World
    Fenrir
    Main Class
    THF Lv 99
    For the love of fucking god. Is the development team just filled with retards? Instead of directly just fixing an obvious problem, we have to hear them act like god damn babies and say things like, "We have no intentions of fixing this." What the hell is removing job abilities animations from maneuvers going to do? Break the game? Stop being stubborn and just fix the problem.

    *Remove Maneuver Animations
    *Increase Maneuver duration

    Stop making us hate our lives when we play puppetmaster. It's a fucking wonder that we actually put up with the litany of bull shit we're fed by you guys. You made the forums to hear our opinions and make the game more like how the players would like to see it. So do that...
    (2)

  3. #13
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    I'd have to agree with that above post before it get deleted. They need to remove maneuver animations and increasing the durations would really benefit this very sad and unfortunate job.
    (2)

  4. #14
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I completely agree that job ability delay doesn't make any sense why it needs to remain in place. Why not just allow attack rounds to continue invisibly during animations for all jobs? Would solve a lot of issues. It's not like we don't have mechanics in place that defy animations already with adding extra hits on WS damage or the fact with a kraken club we can't see all the hits.
    (0)

  5. #15
    Player sweetidealism's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    86
    Character
    Lumei
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Rwolf View Post
    ...An accuracy attachment like Attuner, to ignore a percentage of evasion, would be nice.
    Target Marker works that way, actually. It isn't enough, though. I was doing Grimshell Shocktroopers (the SKCNM 20 in Waughroon Shrine) yesterday on difficult on my PUP, and even activating all the accuracy attachments and maneuvers I could muster, the sharpshot frame had horrible accuracy. I ended up switching to the stormwaker head and frame to have it nuke and take care of my haste, but even with tranquilizer and ice maneuvers, its nukes were getting heavily resisted, too.

    Quote Originally Posted by Rwolf View Post
    SE put themselves in this spot, if they don't want pets to receive buffs and make these events with really high evasion/magic evasion/attack/etc., they need to deal with the fact that pets will be powerful while soloing. Otherwise they need to find a way to balance pets so they dynamically grow in a group setting.
    Pet jobs are already pretty powerful soloists. The idea of pets dynamically growing in group settings is interesting, but I think it could be abused. What's to stop me from sitting myself in an alliance and doing my own thing with huge pet buffs?

    Quote Originally Posted by Jinzha View Post
    For the love of fucking god. Is the development team just filled with retards? Instead of directly just fixing an obvious problem, we have to hear them act like god damn babies and say things like, "We have no intentions of fixing this." What the hell is removing job abilities animations from maneuvers going to do? Break the game? Stop being stubborn and just fix the problem.

    *Remove Maneuver Animations
    *Increase Maneuver duration

    Stop making us hate our lives when we play puppetmaster. It's a fucking wonder that we actually put up with the litany of bull shit we're fed by you guys. You made the forums to hear our opinions and make the game more like how the players would like to see it. So do that...
    Yes, removing JA delay entirely would fix the problem, but if I recall correctly, the developers have previously stated that they're unwilling to make such a change. I understand your frustration, but my intent in creating this thread was to explore other options that the developers may be more willing to consider. Please try to remain constructive.
    (0)

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