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  1. #21
    Player
    Mimilu's Avatar
    Join Date
    Nov 2013
    Posts
    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I would love a whimsical adaption of Puppetmaster to be added and have had quiet a few ideas over the years on how to do it:

    -One of my oldest ideas was to have the Puppet to be a weapon (instead of a pet) for a physical DPS and it would mimic all your weaponskills, being 50% of the damage for that weaponskill. Some of their oGCDs could revolve around buffing or changing the puppet.

    -I had thought of a caster Puppetmaster that would weave oGCDs in-between their GCDs that would be saved to a "script". You could then press a play buttons and the puppet would perform the Script as GCDs, with a button to cancel the script when needed. However, with how hard timing would be for planning and performing the scripts, I had a hard time coming up with meaningful oGCDs for the puppet other then just single-target and AoE burst abilities.

    -I also thought about a healer Puppetmaster based on the mammet from Ameliance's delivery quests; The user would have a mammet with a gauge that would full up whenever the user used a spell (both heals and DPS) and/or filled over time, and the user could use the gauge as a cost for various commands for the mammet (heals, mitigation, buffs, maybe DPS).

    (✿´ ꒳ ` )
    (1)

  2. #22
    Player
    Razhius's Avatar
    Join Date
    Jan 2022
    Posts
    18
    Character
    Razhius Jharr
    World
    Ragnarok
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Enkidoh View Post
    Pet Jobs in FFXI were totally broken and were not 'fantasically handled', they were a complete mess - BST couldn't even get parties until SE added the Jug monsters and even then it was only once they added that overpowered beetle one that players started to use BST in party situations - prior to that party leaders were usually reluctant to bother inviting a BST unless they were forced to having no other choice (namely, no one else seeking a party at the time). SMN was "just use Garuda and have her spam one or two abilities ad nausum" (and manipulate certain gear with special effects to overcome the MP-drain penalty of having a summon out in FFXI). PUP was just "BST mk II but with customizable pets".

    FFXIV has shown all too well the problems with pet Jobs, and alas it's clear Yoshi has realized this, so I'm pretty confident to say we won't be seeing the likes of PUP or BST here in FFXIV (to say nothing of Yoshi's comments in the past stating how future Jobs will be "completely new and unique to FFXIV", and thus won't be a reoccuring Job from a previous game I'm afraid.).
    I had leveled BST 1 to 75 (in the golden years) completely solo or duo with a friend. I don't recall any BST ever complaining they couldn't get a party coz no BST was looking for parties. The whole point was that you could charm even-match or tough monsters and solo/duo incredibly or very tough mobs easily and get very very good exp per hour.

    Hell, we used to duo nms that took a full party to fight with just tough charmed pets..

    A bst/whm was a solo powerhouse. It was the most solo friendly job in a non-solo era of ffxi..
    (2)

  3. #23
    Player
    Payotz's Avatar
    Join Date
    Jul 2018
    Posts
    310
    Character
    Payotz Reading
    World
    Cactuar
    Main Class
    Scholar Lv 90
    I actually thought of how PUP would work in XIV a while ago back in Stormblood (when I was less jaded KEKW).

    I imagined it as a Physical Ranged that had positionals, where you have to angle yourself to hit positionals. Your GCDs would be your puppet actually doing your GCDs for you, but at melee range; And since BRD focused on party support and MCH focused on the longest vuln ups (that stacks with Trick), I thought of PUP being more of a defensive utility based ranged physical.

    PUP would have to use the puppet to mitigate for people. Puppet would be able to give Adlo-type shields to people as kind of their own version of Palisade, but with two stacks every 60 seconds. The puppet would have a bubble around them that would give them shields on a 120 second cd, kinda like a succor. It would absorb the excess damage from the shields breaking into itself, and it can eject that damage back onto the boss for like 50% of the damage received and then restore twice as much as the damage that was put out.

    For drawbacks, the puppet would have a maximum hp that scales with the PUP's stats. If the puppet dies, then it would be on the PUP to sacrifice portions of his hp to revive the puppet, kinda like a hard rez but for the puppet, but instead of mana, we use the player's hp instead.

    It would also be the most mobile physical ranged , because he actually needs it. He could ride the Puppet kinda like a mount for a few seconds. He and the puppet could switch positions instantly. He could place the puppet like SCH. He could charge to the boss with his puppet.

    Of course a lot of the concepts I've said right now are kinda just dead in the water because of Shadowbringer changes, but I just thought I'd share.
    (0)

  4. #24
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    There's a mobile MOBA that's not the most popular game out there or anything, but has some really breathtaking art and character designs that features a Puppeteer that I feel could be a really unique source of inspiration for a PUP concept in FFXIV.

    Here's a video of that character's gameplay

    Basically, the puppet is your weapon, and acts as an extension of your skills rather than being a pet with independent AI. Some others have mentioned not treating the puppet as a true pet, and I believe that's the key to allowing PUP to function in FFXIV and be considered for design. I'm not saying a pet job can't work, but it's clear the developers have a negative amount of interest in trying to make pets work as anything other than a temporary DoT. Whether the puppet is purely aesthetic for your animations, or if it does function as a sort of controlled object, I think it's a solid design niche that we aren't really exploring right now. Personally, I like the idea of it being a tank, where the concept of the puppet soaking damage for you is done in the aesthetics, but perhaps just works like putting barriers on yourself, but there's a lot of freedom to direct its design toward any role really. It can be a tank like I mentioned, or a melee job that attacks with the puppet, or a ranged job that controls their puppet with strings, or a caster that does the same, but with cast times.
    (2)

  5. #25
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Sequora View Post
    What role would it fit into? Caster has gone two full expansions without getting a new job.

    I don’t think we’ll ever see another pet job. Look at summoner, the AI has been a nightmare. They finally just pulled out the pet with the exception of carbuncle and they even moved one of his two skills to the summoner and the clunkiest part of the kit is the fact that the barrier can’t be used unless carbuncle is present.
    I could see it being a Phys Ranged, with the puppet not being a pet as such, but the players weapon, used/animated separate from the player like how SGE's nouliths can fly off and do things.
    (1)

  6. #26
    Player
    DustyBlue's Avatar
    Join Date
    Feb 2018
    Posts
    66
    Character
    Dusty Blue
    World
    Jenova
    Main Class
    Black Mage Lv 90
    Just take notes from reaper's voidsent animations, just keep the voidsent persistently out and change it to a puppet and you're done
    (0)

  7. #27
    Player
    Alpheus's Avatar
    Join Date
    Aug 2013
    Posts
    335
    Character
    Alphyn Vyrs
    World
    Faerie
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Ransu View Post
    FFXI was also slow...and entirely menu based combat. You can't even make the comparison between that and current MMO's with their more active combat.
    As to your point on the menu based combat: No, not really, most people used macros once getting their bearings to basically have the same setup that gave us the crossbar in XIV, (the limiting factor was only having so many lines per macro slot, which has since been alleviated in modern FFXI with gearsets where you assemble a gearset and can essentially link to it using only 1 line in your macros) as the macro pages were bound to the shoulder buttons (tho this could be customized).

    The pace is indeed slower though. Like a Real Time with Pause...minus the pause ofc since it's an MMO XD But it allowed for awesome coordination with Skillchains and Magic Burst and it's a shame that Eureka while being a send up of XI in regards, did not have such a co-op focused feature to make the grind engaging in the moment to moment the way XI did.

    Quote Originally Posted by Razhius View Post
    I had leveled BST 1 to 75 (in the golden years) completely solo or duo with a friend. I don't recall any BST ever complaining they couldn't get a party coz no BST was looking for parties. The whole point was that you could charm even-match or tough monsters and solo/duo incredibly or very tough mobs easily and get very very good exp per hour.

    Hell, we used to duo nms that took a full party to fight with just tough charmed pets..

    A bst/whm was a solo powerhouse. It was the most solo friendly job in a non-solo era of ffxi..
    Agreed (edit: quoted the wrong post of yours but yea, still agree with your overall points in this thread), I also really like how they've handled BST in recent years. Making it basically a source of killer effects for other friendly targets to up their damage.
    (0)
    Last edited by Alpheus; 01-16-2023 at 08:03 AM.

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