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  1. #1
    Player
    Tonkra's Avatar
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    May 2011
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    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59

    Suggestion: Puppetmaster Job for Final Fantasy XIV (2. Job for PUG)



    Puppetmaster

    Pupp in FFXI was a melee damage character with hand2hand weapons just like Monk.


    I already asked for this long time ago here

    And since it would be less afford in contrast to a complete new job because it would share the basic skills from PUG, just like SMN and SCH.

    My Suggestion:
    Pugilist class

    1. Job: Monk (h2h damage dealer)
    2. Job: Puppetmaster (h2h petclass)


    PUPP could be the second job for the Pugilist class. Just like the ACN has two jobs (SMN & SCH).
    He uses the same weapons just like monk.

    - reduced damage by 40% in comparison to MNK and PUG
    - customizable pet - the ,,automaton": equip your pet with different skills/attachements;

    some attachments examples of FFXI:
    Turbo Charger II - A wind-based automaton attachment. Functionality: Decreases melee physical attack delay.
    Vivi-Valve II - A light-based automaton attachment. Functionality: Increases "Cure" potency

    - 4 different types of ,,automaton frames": BLM , WHM , PLD , RNG


    Types of automaton frames / PUPP Skills / Concept idea:


    Lastly a video of PUPP automaton frames:
    Chosing a PUPP Frame VIDEO



    PUPP Job Armor

    Last but not least.. we already have "automatons" in this game:

    Farewell:
    (4)
    Last edited by Tonkra; 06-03-2017 at 01:30 AM.

  2. #2
    Player
    ReplicaX's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    1,020
    Character
    Methos Ranperre
    World
    Jenova
    Main Class
    Ninja Lv 70
    They will never do 2 jobs from one class ever again.

    Also no 2 jobs share the same skill set besides smn/sch or weapon (see previous statement).
    (9)

  3. #3
    Player
    Bacent's Avatar
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    Nov 2013
    Location
    Kweh
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    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    So you want a class with double the amount of equipment needed, for player and pet alike?
    (1)

  4. #4
    Player Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
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    1,906
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    No thanks, not after the mess they made with Arcanist
    (2)

  5. #5
    Player
    Shiro--Tsubasa's Avatar
    Join Date
    Jun 2015
    Posts
    163
    Character
    Freyja Valkyrie
    World
    Ultros
    Main Class
    Dancer Lv 88
    Nooo, if we ever get another pet class I'd hope for a monster tamer. One centered around you buffing and commanding your pet to deal the best damage instead of both dealing damage like the SMN. Also more diversity is pets if you can tame open world monsters (possibly even FATES bosses). First thing I'd do is tame a behemoth. lol
    (2)

  6. #6
    Player
    WellFooled's Avatar
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    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    I loved Puppetmaster in FFXI and would love to see it make an appearance in FFXIV, though as a job completely separate from Monk and Puglist.
    (1)
    A true paladin... will sheathe his sword.

  7. #7
    Player
    KisaiTenshi's Avatar
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    Sep 2013
    Location
    Gridania
    Posts
    2,775
    Character
    Kisa Kisa
    World
    Excalibur
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ReplicaX View Post
    They will never do 2 jobs from one class ever again.

    Also no 2 jobs share the same skill set besides smn/sch or weapon (see previous statement).
    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.
    (1)

  8. #8
    Player
    Lukha's Avatar
    Join Date
    Feb 2014
    Location
    Goblet W13P13, Ul'Dah
    Posts
    1,463
    Character
    Lukh'a Lybhica
    World
    Adamantoise
    Main Class
    Conjurer Lv 100
    Personally I'd love to see them actually continue the idea of having multiple jobs branching from a base class; all they'd have to do to make it work is set it up so that your point allocations are tied to the job rather than the class - like how when you equip or remove your job stone, your hotbars and stats and stuff all change around. They could also remove the need to use an item to reallocate points, and just let you change on the fly as long as you're not actively in combat.

    Though I'd rather see Dancer branching off Pugilist.
    (0)

  9. #9
    Player
    Jkap_Goat's Avatar
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    Feb 2016
    Location
    Ul dah
    Posts
    720
    Character
    Jkap Goat
    World
    Gilgamesh
    Main Class
    Weaver Lv 80
    I would love to be a puppet master in ffxiv
    (0)

  10. #10
    Player
    Tonkra's Avatar
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    May 2011
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    2,084
    Character
    Quichy Sturmbruch
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 59
    Quote Originally Posted by KisaiTenshi View Post
    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.
    Thats just a question of how you would design the mechanics around the job itself. Every class/job in FFXIV is possible. Im not a game designer to think about how a PUPP would be a great new job class for the game. But I mean a Ninja could also be an other monk because he uses duel wield for damage.. but NIN has its own gameplay mechanics that make NIN a legit class ingame.

    same for RDM instead of using just only BLM and WHM spells (like the RDM iN FF11) he has its own spells and gameplay mechanic in FFXIV (balancing black and white magic out in order to boost your melee attack etc.). They could even make the pets of PUPP completely different. Instead of having endless MP for the mage pupptets they could implement something "heat-o-metre" bar .



    So if you command your puppet to fullfill several powerfull skills like stoneskin or cure III it costs a higher amount of points that fill your puppet's bar and increase the chance of overheat. So if you use too many special abillities your automaton overheats and the puppet is stunned for a several amount of time. (overheat was also a thing for PUPP in FFXI) The bar could cool down overtime automatically. Making the skills of a puppet more powerful than the summoners pets spam basic attacks (and the possibillity to heal or buff), but also limiting their usage by a overheat bar.

    Quote Originally Posted by ReplicaX View Post
    They will never do 2 jobs from one class ever again.

    Also no 2 jobs share the same skill set besides smn/sch or weapon (see previous statement).
    Huh why not?

    They said back then that they can imagine to implement a second job for an other class again.

    So why they shouldnt? Whats wrong about SCH and SMN? And even if they share common skills they play completely different or would you deny that fact?
    Thats an absolute non-argument for me.
    (1)
    Last edited by Tonkra; 06-02-2017 at 07:36 PM.

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