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I happen to enjoy FFXIV's iteration of SMN. I think it's an eminently sensible way to implement a pet class; having also played pet classes in other MMORPGs, I'm all too aware of the danger of pushing too much of a job's functionality onto its pets — the moment the pet dies, the player-character is as good as gimped and, quite quickly, dead.
There are ways to design pets so that they'll die if you're careless while also reducing the chance of your pets dying from getting breathed on by the mob. You can also tie DPS gains to pets without interfering with the master's rotation much (ex: a cooldown that consumes a stack of Aetherflow that increases damage output of egis and temporarily makes them "evolve" into something that is a bit closer to the primal they're based on). Having pets gain small damage buffs on targets affected by your DoTs wouldn't hurt either, and would even accentuate the connection between master and pet.
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And, oh, by the way, I'm already quite prepared to see the same flood of complaints if Stormblood's version of the RDM yet again turns out to be too different from the "traditional" template. Twelve forbid!
Considering they seem to have ignored actual feedback on what could be done with RDM (read: "look at WoW's enhance shaman and ret paladin to get an idea of how to implement it"), yes, there's going to be words had after the expansion launches.