Quote Originally Posted by Rein_eon_Osborne View Post
All the spellcasters Trust AIs (sometimes even the other) aren’t even capable of dodging AoEs consistently in a rather open space and you’d expect them to perform some mech that requires specific, tighter positioning?

Not to mention, they do not attack -at all- while performing/dodging mechanics—something that extreme/savage/ultimates are littered with. This is one of the reason why Trust NPCs has lower damage potential than human player. They can go on performing several succession of mechanics but not damaging anything in that window (if they succeed, at all). This can only do one from two thing: (1) They inflate Trust NPCs offense so much that they’re basically ‘carrying’ the human player or; (2) They will never help player clear anything because they just don’t contribute enough. Neither of those makes the human player feel any better.

Nay man—sorry to burst your bubble—you really -are- overestimating Trusts.
I'm not overestimating trusts now; I'm just telling you what they're capable of if programmed correctly. It's not difficult to have them move out of stuff, or 'do enough damage,' it's just unnecessary in 4 player dungeons. Honestly, making them perfect is probably easier than making them viable, but just dumb enough to not outshine the average party of players.

In a practice environment, however, you're free to more or less make them perfect; scale their DPS to wherever you need it and leave the player responsible for mechanics whenever you can.