If you want dragon pets, wait for the gosh-darn drake mount.They could simply bind a wyverns attack to the dragoon's attacks. Dragoon doesn't attack, wyvern doesn't attack. If only everything would be so simple as implementing a pet...
Edit: Oh, and before the topic of kiting comes up again: Obviously wyvern should not be able to draw hate. In the version I described, it would be nothing more than a visual element (there I go again). It shows up as mesh flying next to you and as a number in the log, but it doesn't have any real impact.
/shrug, it's much more simple than that: I like dragon pets, you don't.
Note to self: I need to find a synonym for "simple" as well, if I keep posting here.
I'll just throw in my two gil and say I'm one more of the many who really don't want a pet. It's been done.
It's simple: give me my dragon pet without the stupid polearm-wielding bullshit. If you're going to lock it into any single job, then at least give it to Dark Knight as it most properly belongs to.
add me to the list for dragon pet
Customizable wyverns only! Not one that looks like every other dragoons wyvren.
Retired FFXI character: Ranok of Sylph
A really simple way to give Dragoons a pet (wyvern or otherwise) without tripping over balance issues is to take out the things that cause balance issues.
Design the wyvern like this:
- Wyvern can't auto-attack
- Wyvern has 0 hp, 0 mp, 0 tp (i.e. can't be drained or killed)
- Wyvern can't give or receive enmity, and can't be targeted
- Wyvern cannot exist without the Dragoon, shares the same status effects
- Wyvern is an extension of the Dragoon's abilities (i.e. scale's with the Dragoon's level and attributes, consumes Dragoon's expendable points like tp)
Basically, the wyvern acts an extension of the Dragoon (like a spirit force), so you're not trying to balance two beings, it's all emanating from one.
To use, say, a wyvern breath attack, the Dragoon would equip it on her action bar, and could only use it when the proper conditions are met (e.g. when the Dragoon has 1000 tp) just like any other ability. The Dragoon's tp would be consumed for the wyvern's attack. The damage the wyvern caused would be based on the Dragoon's attributes and relevant equipment.
(original by GalvatronZero)
Dear god...Normally, I try to read through an entire thread before I "pick my battles," but I just could NOT let this one go. Seriously, what is SO wrong with trying something NEW. You remind me of those old people who desperately cling to their culture and traditions. "Dragoons -fight- dragons." That's what they've done in the past (aside from in XI), so that's what they should always do for the rest of eternity? That's your masterful insight on the issue? And no one said they couldn't still be "powerful attackers." Yoshi said he would have to find a way to balance the job...that might just mean something like "no more skewer/doomspike moves" -so it's a beast of a job on single targets, but it has nothing that can do significant damage to crowds (except for maybe a single 2k+ tp that combines w/ a breath move from wyvern, or somethingDragoon does not need a wyvern.
FFXI is the only game where Dragoon is a pet job. FFXIV dragoons -fight- dragons. They do not need a wyvern, it makes no sense in this game, please let them be powerful attackers instead of trying to balance a pet in with everything else and ruining the job. Please.-possibly? hopefully?).
Anyway, towards the end of XI (pre-abyssea, cuz I haven't touched the game since it was released), dragoon finally found it's "edge" with colibris and what-not. Of course, polearm-weilding sams could still outdmg em, if i remember correctly, but that wouldn't be an issue in this game, since wpns are "the jobs." (on a side note...I hate that -makes each class less unique when you restrict their wpn options, but that's another issue). I realize that it's a lot to take on, but it's worth the effort. One thing I hated about XI is that they never really, fully, utilized Dragoon's potential. They should have found some more innovative ways to portray the different sub job combinations (like they did w/ rdm and whm subs).
The best thing about a wyvern is that it furthers the OVERWHELMING need to distinguish one class/job from another. Instead of figuring out how to properly "nerf" lancer/dragoon, how bout trying to find some innovative ways to "beef up" the other classes, since as of right now...cnj and thm are GROSSLY overpowered.
Actually, it could make perfect sense...all the douchebag Ishguardian "lancers" go around killing dragons, while the ingenious ones figure out how to tame them, and draw on their awesome power. How's that for lore? lol
If you tie the Wyvern directly to the Dragoon in terms of attack times, etc. Then there's no point of having the Wyvern there for anything than aesthetic reasons. And, as I said before that's absolutely pointless. Why would we even want something like that as it adds zero game-play value?
If you create wyvern specific moves from the dragoon, then you're essentially taking away from the dragoon's moveset itself. (If you're going to tie it directly to the Dragoon's motions, a Dragoon might as well just be doing it itself, it ceases to have any context of a pet class and you're just making more work for the animation department.)
I don't know, some of these half-baked ideas are really coming from left field here. You've gone from "Oh We're going to take 10% of a Dragoon's damage and tack it on a pet" to "We want a graphical extension of Dragoon."
It's horribly demeaning to the concept of both Dragoon and Wyvern.
It does not have to be just a 2nd animated part of the dragoon that deals 10% auto attack dmg. SE could find a way to make it fun to deal combos with both the wyvren and dragoon. And SE could make it to where I could summon this large wyvren to fight by my side and then I have this ability I could use to take control of my bad ass looking wyvren to fly around and use elemental breaths and claw and rake my enemies to death. That's the kind of wyvren I want...not the XI wyvren.
Retired FFXI character: Ranok of Sylph
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