Quote Originally Posted by ty_taurus View Post
It depends on how the puppet works really. What if you had a puppet that mimicked your actions, so you preform the animations from a distance, and the puppet copies you as a type of range weapon. That's how Ghepetto played in Shadow Hearts Covenant, an old turn-based RPG. It's a little difficult to find people using his attacks since he was a more magic oriented character, but I found this small example:

https://youtu.be/OygpWqFoqLY?t=6197

If you held your puppet and they jumped to life to animate with you, that also could be a direction to go in for the job. I just think our community has a difficult time looking based the most obvious iteration of a job's idea, often because of how it worked in a past title, but why limit ourselves?
This seems quite likely to suffer the same problems as other pet jobs. But even if it didn't and they managed to pull off a strict 1-to-1 mimicry with no dropped or missed actions...I'm not sure why they would insist on keeping up the illusion of a pet job with a poorly defined sense of melee and/or range distancing?

PUP was in *one* game. And it was really more of a redesign of a necromancer concept than its own clear identity. And the idea of controlling automatons is already appropriated by the MCH. There just isn't a particularly strong reason to revisit the job, especially if there are stronger alternatives.

And in this case, when considering the above points, I think some sort of enchanted mech-suit deal would kind of eclipse puppetmaster on all accounts. And I don't even think the better ideas are limited strictly to mech-suits that you wear or ride. I could easily see a job animating golems or taloses to be a stronger concept than puppetmaster as well, one that is at least more directly involved in XIV's worldbuilding and doesn't tread on MCH's toes.