I think SE realizes the mistake , but there's nothing stopping SE from coming out with some kind of Puppeteer job. After all other MMORPG's came out with their own too.
The ideal thing however is something a "wildcard" job role. Remember gogo from FF6? Think Kirby from Nintendo.
EG, if the Puppet Master queues for a dungeon without a puppet summoned, they will be given whatever role is most needed, and only that puppet can be summoned. The puppet can mimic any player-class already in the party by default (eg Paladin, Warrior) suitable for that role, with skills narrowed down to "single target (role)" and "multitarget (role)" , the rest of the actions the Puppet master has are effectively buffs specific to each puppet role. The puppet master, by having that puppet out, the puppet has it's own HP, and is knocked out like a player, not unsummoned. The puppet master could then either repair it, or switch out another puppet of that role.
So someone entering a duty with a tank puppet, could do the tank role. A healer puppet could do the healer role, and a DPS puppet can do DPS. It's just simplified down, and the puppet is far more fragile unless it's wearing the appropriate puppet gear.
I've played something like this in another MMORPG, and the puppet is largely a DPS "weapon", but can be swapped out with other puppets that have different skills. In terms of play balance, it would really be terrible for someone to use the Puppet as a way to enter dungeons as a tank, and then choose to DPS instead because they don't know how to tank. So some level of "forced role" would have to be required by having the puppet out first to queue for a dungeon.
If you had say a WHM and a SCH puppet, having either one out puts you into the healer role, and you can switch between them, but not to DPS or tank. Unlike the actual classes, they are simplified down to "single target" and "multitarget" actions which the puppet will pick whichever action is most effective based on the target selected. The Puppet doesn't have points, it just has longer or shorter cooldowns based on the the buffs. eg "next action will crit", "next action will be instant", basically the RNG mechanic the role normally has is controlled by the player.
The puppets can only be summoned if you have them. They don't take inventory space (like a pet,) but you get a "puppet list" inventory and their levels.
DPS puppets can also be "DPS roulette" selected which will select any non-job puppet matching the dungeon level.
Getting into a more nitpicky area, how the player acquires these puppets could be a few ways:
- You get a level 50/60/70 job puppet by completing the storylines for those jobs, their default gear will reflect the ARR relic gear and race of the player when acquired. Different races/colors can be set.
- DPS puppets for trash and mid-boss monsters if significantly defeated with a puppet. All monsters are DPS Melee. Once knocked out they have to be repaired, can not summon broken puppets. Lower level puppets can be summoned at any time, but can not summon high level puppets into low-level/synced content.
- Tank puppets for final-boss monsters (no primals) if significantly defeated with a puppet. These are Tank puppets.
- Additional Healer puppets would have to be acquired through quests for NPC's
Since all the models already exist in the system in some shape, they can simply be scaled down and no new assets other than "string lines" need to be added to use them.
Largely I think the problem is play balance. A whole lot of exceptions have to be made to how things currently work just for pets/companions already, and healing other players pets thus far has been something of an awkward experience.
If SE wants to step up their AI game, we could have puppets/pets/companions/squadron members all party-members in all content. The reason we likely won't is that AI will either be too stupid or too good (see the AI fairy and AI companion chocobo) and hinder as much as help. So a puppet system that is all manual is more in the spirit of "puppet"'ing, but likely not a lot of fun if all they can do is a handful of actions while the puppet is out, and nothing if the puppet isn't out. But at the same time, if the puppet gives you a level 70 puppet of all player classes without that class being present, and access to all that classes skills, the puppet master does not actually know how to play that role if puppetmaster is the first thing they start as.
So as much as I like the idea, I think if we got a puppetmaster type of job in FFXIV, it would be very hamfisted and consist of nothing but "summon puppet I (DPS)" and "summon puppet II (Tank)" and everything else would be the same as summoner.



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