There's only som diffuse mentioning here and there that the squadron only gets new content in the last patch before the next major patch, but to me it seems it has been totally abandoned. Anyone know anything?
There's only som diffuse mentioning here and there that the squadron only gets new content in the last patch before the next major patch, but to me it seems it has been totally abandoned. Anyone know anything?
I'm sure whenever they decide to add in a new attainable grand company rank they'll make us do something with it again, or expand upon it.
Not yet :(
Here's hoping they update Grand Companies soon too.
I imagine they'll probably be related.
I half expect it to be increased up to level 70, after which Trusts take over the same role.
I think they put the focus more on Trusts in Shadowbringers. Maybe we'll see another update in the future. Maybe we won't. Guess we will see. Personally, I'd rather they expand on the Trust system. The adventure squadrons are a dang mess.
unless they add GNB or DNC weapons to GC like every other weapon has i really dont care as i dont even have mine leveled enough and the whole thing sounds like a bizzare thing to have in a MMO
I kind of prefer the squadron over the trust, simply because the squadron has their own home, while the trust is a bunch of characters you've met on your journeys, but you don't have any place to hang out with them. If you had, I would much prefer the trust. In addition you can't choose so much, they aren't all available for all dungeons, so you can't kind of pick your favorites and keep to them. I know it's silly, but I kind of get close to the adventure squadron, which I don't do with the trust (I once kicked a squadron member and I felt like hell for several hours hehe).
I'd prefer squads over trusts because it feels like the squads are actually doing something. Trusts feel so damn weak and slow that I'd rather run my face through a beltsander. At least running my face through the beltsander would stimulate my brain, the same cannot be said about Trusts.
Not strange at all, because we're given so little information on each potential recruit, that means we have maximum freedom to come up with our own "head-canon" for them. At least, I know I do. Some of the odder recruits are just begging for more background, like the ones who come with special glamour (reindeer guy, for example). And that in turn means I've become quite attached to them.
You know what would be brilliant? If official backstories are created for each recruit, for us to learn through interacting with them, kind of like how the Post-Moogle quests were done. I doubt this would happen, though. It's more of a nice-to-have rather than a must-have.
Humans pack-bond with anything.
Yes.
Just like they've dropped development for the Chocobo Companion since 2.0
Just another system they developed and then forgot about, the game has lots of them.
you telling me ive assembled eight of the sexiest roegadyn and given them all traits that proc by being with other roegadyn for nothing
Not to mention the opportunities you get to recruit/train/manage and glamour all your squadron members ( i have personally dropped squadron since i don't have any more job to level up, and so no more use for this feature, but i know people who have made glamour for their squadrons to have a specific theme and lore and it is very interesting to see all the work they put in it )
I've only tried the trust system once and felt no interest in it considering how slow it is and that you have to level each of them etc, so i would prefer the squadron over them.
But as someone already said, i'm afraid Squadron is never really gonna be further devellopped,while the trust sytem is probably gonna stay updated at the same time as we get more msq dungeons
The Trusts feel weak because they don't use aoes at all and only cast single target spells (when they aren't busy dodging mechanics very slowly while doing absolutely nothing), so every trash pack takes forever unless you're playing a dps yourself.
The Squadron on the other hand might not use aoes either but if they use maxed out offensive tactics they just melt enemies in seconds, I assume this is to compensate for their abysmal ai but since they can also just stand in every mechanic, tanking the damage while keeping 100% uptime, they end up feeling significantly more useful than Trusts.
If they expanded on the Trust system (retconned it back to at least HW) and gave you an HQ (maybe the Scions HQ) where you could run every dungeon (not just a handpicked few) with every NPC you've met so far.. and let you modify them like Squadron members.. then that would be nice.
I've always found Trust to make more sense. It breaks the flow of the story when you have to do MSQ dungeons with 3 random people.. not the characters that are involved.
[Deleted because I done goofed.]
kind of like the squadron a bit better. It requires timealot of time to get squadron functional. Once you do get them to cap on the tactics part, they pretty much out performed trusts. Personally I would like them to finish up squadrons to 70 to fill in the 60-70 gap and move on to Trusts afterwards
To be quite honest, I completely forgot they existed until you brought them up just now.
I get that they want to keep them nerfed compared to an actual player because this is an mmo, but I can't help but cringe every time I see them stop casting, run to a safe spot and then wait for 2-3 GCDs before they start doing anything again or never use a single aoe ability.
I guess it just annoys me slightly since my instincts tell me that they're wasting uptime for no reason, I could care less about their low dps.
Because there are times where trusts are more preferable than running with players. Example - when you want to progress with the MSQ or level up but it's the dead of night (because that's when you have free time for that week for whatever reason), the DPS queue is most likely not going to pop for high end dungeons as majority of the players are asleep, so you will be sitting in the queue for 30 mins to an hour. Even tank and healer queues will take a while if it's a high level dungeon because there aren't many players on and those who are aren't all running specific higher level dungeons. At that point, a trust is more preferable even if it's slower.
Trusts do help for players who never experienced the dungeon before to learn the mechanics on their own - because the trust party members will generally do mechanics first and then DPS/heal after. It's also a good way to learn and play at your own pace compared to DF. While this is an MMORPG, I am glad there are alternatives if people don't want to play with others for whatever reason and glad that while solo alternatives like trust would work, they aren't the most efficient because the devs want you to play with people to keep the game feel like an mmorpg.
TBH I wish they would be revamped to be repurposed as Trusts through the leveling MSQ 4 man dungeons pre ShB. The social interaction there in 4 mans are nearly zero anyway, plus it would probably make sprouts more willing to try out and train in harder roles like tanking or healing.
I completely agree. Plus after a while it's pretty much clear that running with actual players, even a party that is not performing at its fullest, is much faster than running with NPCs. If not clearer enough for new players, they could just blatantly put out a disclaimer somewhere.
The learning aspect of Trusts is actually the biggest boon there, since it saves frustration when interacting with other people months after the expansion launch, when they sort of expect people to know by heart the encounters. The only flaw with the Trusts system right now is that it takes too long to level them because you have to repeat the cycle if you want all the roles at 80. They should at least gain xp together.
Or the times you're running as a tank, getting smashed and the healer is standing around not doing a damn thing, then queues up a dps spell, when I have 30% hp and dropping. I have zero issues with that with normal playes who can OGCD me to 100% with an ability or two, but neither Alphinaud or Urianger have OGCD heal spells. Everything they do is casted. And they're constantly moving interrupting their own casts.
Alphi, I do twice your dps AS A TANK. Just keep me healed and we'll get through this.
Hell, as a tank, I ALWAYS did more dps than the dps as well. That's just embarassing. That shows how weak they really are.
Alphinaud has gotten me killed so man damn times.
I cant help but feel leveleling all of em on their own was a mistake, they should just level together - theres no reason to have 2 heals or level a tank if youre one yourself...
It's been a while since I've run a trust dungeon as tank but I don't remember having HP issues. Are you pulling multiple packs of enemies? Perhaps the AI might not be set up to comprehend the idea of doing that, so your health drops a lot quicker than it calculates for.
If they're programmed for something like " heal if tank HP < 40%, otherwise DPS" then that threshold would be planned according to how much damage you'd be taking from one pack of enemies.
It's also possible that repositioning throws them off and they try to recast whatever they were previously doing instead of re-evaluating.
Or he just hunts for every aoe he can find and while you're both at <40% hp he has the genius idea to either cast a dps spell or heal one of the dps instead while standing in the 3rd aoe, he subsequently dies and so do you.
As good as they may be at dodging mechanics in boss fights, if you pull more than a single trash pack their ai has an existential crisis and they become a spam bot that can't dodge anything.
Which leads me back to why I prefer the Squadron, I know what I'm getting myself into. The game gives me two abilities to control them and a really nice "limit break" and it expects me to use those, because it knows that the squad's ai is as dumb as a brick.