Pretty much. better an pet you know exactly what it's going to do, than the 3 years of automaton casting status cure over cure crap that killed puppetmasters for years. Or the aspir at 50% despite a mob being darkness based (75% if you had optic fiber equipped!) despite not needing aspir at all. Or... well, lots of things like that. gambit system got a lot of hate because you could use gambits on your entire party, yourself included, but it was pure genius for making your npc buddies do exactly what you wanted them to do.
A gambit system for any pet jobs that come in this game would go a long ways toward fixing issues with pet AI before it starts... and perhaps offer opportunities for crafters to make gil, if gambits are crafted, similar to how some attachments were in FFXI.
Gambits for NPC's (such as BST pets, Summons, Chocobos) I think is fine ONLY if you can set 1-4 things max, too much and it'll take the interaction away from the main job.Pretty much. better an pet you know exactly what it's going to do, than the 3 years of automaton casting status cure over cure crap that killed puppetmasters for years. Or the aspir at 50% despite a mob being darkness based (75% if you had optic fiber equipped!) despite not needing aspir at all. Or... well, lots of things like that. gambit system got a lot of hate because you could use gambits on your entire party, yourself included, but it was pure genius for making your npc buddies do exactly what you wanted them to do.
A gambit system for any pet jobs that come in this game would go a long ways toward fixing issues with pet AI before it starts... and perhaps offer opportunities for crafters to make gil, if gambits are crafted, similar to how some attachments were in FFXI.
Gambits for players though, HELL NO!
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