They adjusted the EXP gain from trust Dungeons last month so now it will only take 3 dungeon runs to gain a level per Trust which will cause Trust to level faster than a Player's Job if the player does not have that 50% exp bonus.
You will only need 1 Job now to level 3 out of the 6 current Trust companions to max and without the Player's 50% rest EXP, the Trust will actually out level the player if they only use Trust Dungeons to level 1 Job.
Trust is not meant to be a alternative to a Player party that can run the Dungeon in 15 - 20 minutes but a alternate experience being a Solo Story Instance theme experience. Trust is designed to have the characters act within the normal Story instance behavior thus they will not be as super confident Hero that can take on a army by themselves like a Player group.
Healer trust do attack very often but they prioritise healing above attacking (as a Healer should). I have paid attention to the Trust actions and attacking is very natural for them to a point I can say they attack enemies more often than most Player Healers I encounter in PF.
If you're looking for a alternative to a Player group that can run the Dungeon within 15 to 20 minutes then you're looking at Trust the wrong way.
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Now back on topic.....
I think expanding on the Trust system more into a Solo RPG experience will certainly benefit it more by introducing new systems into it to make it as if you are managing them similar to how other FF game manage their Allies in the party through skill trees and maybe introducing Solo LB to Trust Groups.
I am not looking for Trust to become a replacement to Players party but a different experience itself that has it follow more towards being Storyline driven since that is what Trust current seem to focus on being a system that makes MSQ dungeons more into a Story Instance. If players want to play the game normally for a normal speedrun group they do everyday in PF and/or with pre-set player groups they already have that source being PF and pre-set player group.
I strongly believe Trust will be a good way to provide a different way to experience MSQ dungeons that can provide a unique experience rather than just a AI controlled Party to make it more as if you're playing a FF game and not a MMO only.
Maybe introduce some of the Trust Companions to have more unique actions against Bosses such as how each trust Companion had a unique way to handle the lvl 73 MSQ final boss mechanic as well with some may even prevent a Boss from using a Mechanic where a Normal Player group party would just deal with the boss normally.
Trust has a bit of story driven uniqueness already from the charater's story driven dialogues based on who you bring with you and some will only perform said dialogue if or if not a certain member is in the group.



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