I don't have anything precisely developed as of yet—I had an old write-up from back in ARR, but its harddrive has since been lost to me—but if you are willing to also put into discussion a few changes that I feel would in any case be better for the game and would give precedent for some BST ideas, I can give something of a framework.
I'll try to be brief for now:
Three Background Premises:
- We should not be as role-locked as we are, nor job design so ruled by role templates. Kits should have more versatility than they will necessarily use within any particular role, albeit at competing use of time and other resources when crossing between roles so to speak, and casual matchmaking should look at these capacities more directly rather than the mere primary color of a given job.
- It is okay for a kit to be complex. Imagine, for instance, a Summoner with the rotational complexity of, say, a RDM (which is to say, not much, but not quite the least) for each Summon it might have active (though such would still be mutually exclusive).
- It is okay for jobs to have to go out of their way, including in unique ways, for related skills. If need be, it is also fine for matchmaking to account for skill acquisition in much the same way it does gear, so long as the related minimum amounts can be averaged across a premade group. Yes, this means DRGs potentially having to hunt or fight alongside particular Dragons or complete similarly thematic activities (whether one-and-done or a mere small added challenge atop typical combat, etc.), Machinists actually making things per their own designs, Bards learning songs, BLUs taking monster skills, etc. etc.
I realize those ideas can seem a bit far-fetched, but I also feel that each job added should (and perhaps even must) be a means of setting healthy (or, healthier) precedents for the game. Lately, I've felt that job design has gone in the opposite direction. While some things have gotten further polish (though, imo, such is more a matter of obvious issues seeing correction only 1 to 3 expansions late than a 'pro' to offset the 'cons' of shallowed kits and homogeneity), they've also become increasingly rutted and constrained. I would hope our future jobs could attempt to lead out of that somewhat.
- That's not to say we have to go whole hog with this, but there is no reason necessarily to deny that, either, especially for "advanced" jobs that can only be reached after already having leveled a perfectly viable alternative (which would pretty well deplete any excuse for not doing BLU things on a BLU, even if it may take more time commensurate to the exceptional versatility available to that job).
The BST Idea Itself:
Personally, I could see two ways of approaching BST.
The first would be the more standard, whereby you have 4 iconic pets (let's say... a panther, a bear, a hawk, and a spirit beast) acquired through the job questline. That approach in turn has two sub-types:The second approach would be more like that of a BLU, if BLU hadn't been relegated to a half-assed minigame. For Blue, imagine a grand pool of 100 or so abilities, with maybe a dozen or more different "decks" that high-ranking BLUs (be that in Player vs. Player combat or Player vs. Parse) have popularized and a few among which which will tend to be optimal in a given serious (e.g., Extreme, Savage, or Ultimate) fight depending on one's party-mates. BST would be similar, except in that your pet choice would do roughly half your deck-building in and of itself (both from related player skills that combo with the pet's non-exchangeable skills and those pet skills themselves); the remainder would be a bit like "Cross-class" or "Additional" Skills, where you could teach techniques still applicable to the pet's aspect and physique and in turn allow for further player skills related to those in which you trained your pet.In sub-type A, there is a long cooldown on or other means of limiting swaps and your pet essentially becomes your "sub-role", between one leaned more towards offensive sabotage (Panther), much like Ninja, vanguard and survivability (Bear), or supportive utility and less direct means of mitigation (Hawk). The final pet, the spirit beast, would be any and all of the other three, but to a lesser degree.
For sub-type B, you instead weave pet-swaps into your rotation insofar as you are able to capitalize on their utilities. For instance, you might spend the majority of your time, at least in PvE, alongside your Panther, but would swap to Hawk for burst mobility or a helpful mob-displacement or -disarm, etc., or Bear if/when the mitigation afforded or used to cover another could save a life or allow for further uptime for yourself or another melee.
That second approach is obviously the more expensive, though it could at least build off the backs of a successful BLU framework, as many of the skills you'd be copying would be the basic or most iconic skill of a given tameable beast. While BST would obviously have a smaller selection of usable mobs (only the "beasts" among the general class of "monsters"), many of the beasts could easily borrow corollary skills (those with effect or aesthetic that'd naturally fit around a given iconic and BLU-acquirable skill) from the BLU set, leaving the development largely just a process of art rather than developing effects, too.
Put simply, if BLU were left in its current muddled state, the first approach would be our only real option, but if we were resolved to make BLU a complete and compelling job, then it'd be a waste not to tie BST into that via the second approach.
I'll let this much settle for the time being; I'm typing between shifts and may not be back until late, but the framework should already give a bit to discuss. And, if it doesn't, I'll just edit this post as I flesh it out further, finally moving towards the more often covered aesthetics and capacities of the job.



Reply With Quote



