(insert solo play in an MMO commentary including reference to Party Finder)
(insert solo play in an MMO commentary including reference to Party Finder)




The Chocobo's are useful, but pretty clearly flawed, I'm not really sure how you can say otherwise TBH.
Tank stance flat out does not generate enough agro and is IMO by far the least useful stance, it loses agro to me as a healer within a few Glares. That's kinda useless =(
Healer stance is much more useful, but as mentioned tends to get stuck in a self healing loop. I use this routinely when duoing maps with a Tank friend and in Endbringers we've actually come close to wiping because he was on DRK and the Chocobo just wasn't throwing a single heal his way. Obviously switching to Warrior solves that, but again. It's clearly flawed. Making it either placeable or simply stay put further away so it's not constantly eating ground markers would solve this issue almost entirely.
DPS stance is 'fine'. Some scaling with gear would be nice but beyond that, it functions the best of the 3 stances even if it isn't always the most useful.
~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~


I would like to use my retainer as companion.


I'm thinking that it's less that the chocobo companion has gone wrong, it worked well before... but more that other systems that have changed did not take enough of a look at the other systems that they impacted on the the theory that it could be fixed latter.
The chocobo agro issue probably aligns with the changes to warrior where it became much easier for the warrior to get agro and keep it with the tank stances they have and the boosts they get. That let them ignore agro everywhere else, but along the way this caused them to not notice how it interacted with chocobos. So we need either a HUGE multiplier on agro with a chocobo with tank stance up, or much more agro gain on chocobo attack moves in the warrior branch. Hopefully this could be done without too much work.
I'm also pretty sure the stat squish went badly for chocobos. There's a scaling function of the chocobo to match your level and I'm not sure it's a perfect match at every level. I'm not sure it's POSSIBLE to make it perfect at every level... but maybe it does need a little looking at.
I'm not sure there's much they could do for chocobos other then those two things that wouldn't be a rework worth of effort.
Maybe a quest chain that rewards one more set of 5 skills to specalize the chocobo into one of the three sets of styles, taking it to level 15 in a single trait, and then causing it to default to that trait instead of free form, with the quest giving a few skill points, but not more levels. So, three sets of skills, three sets of quests, a bit of plot to explain things, tying it to probably 3 existing storylines to justify it. And of course you can go do the other quest chain, the first quest where you pick is repeatable, but it also removes the skills from the bo.
If there was a complete rework, I can't picture a system that would actually be better for the 'bo then the existing one, just better implimented. I wouldn't want my 'bo to have a ff12 licence grid, or a ff10 sphere grid.
i honestly forget chocobo companions are a thing until i see someone in the overworld using theirs
Not needed, no, but it would be greatly appreciated if:
Talent tree rework
More color options
Let us use our chocobo in eureka/bozja and such for more relevance
maybe even a higher level cap
If there was any significant value to the overworld, maybe it would be worth it. But as it currently stands, anything overworld is dead content that simply can't be engaging. Before this situation is addressed, I don't see any merit to improving chocobo's companion features.


- more emotes while your chocobo is summoned (like when you use /joy it makes those happy little jumps);
- a higher lv cap and better stats as we increase our ilv;
- some side quests involving him summoned and new skills. One of these new abilities could be a useful 3 second Sprint to flying and non-flying areas like Ralghr's Reach, for example;
- some new bardings and colors;
- a Chocobo's Ranch (inspired by FFVII) where you can create/train/breed new faster variations or have new visual feather patterns (dyeable in two different colors);
- a new mini game where you play as your chocobo looking for hidden items in a place full of different layers and hiding places in a short amount of time or something like that (or something like we see in Fall Guys-kinda games).
Last edited by Wanzzo; 07-19-2022 at 12:10 AM.
Oh sweet an actual gameplay suggestions!
I'd be all for a rework of it, make our little fellas worth taking out again




Definitely needs a "ranged" tree as well as a "stay" or "heel" command.
Also needs the Accuracy trait removed as accuracy hasn't been a thing for 5 years now.
Needs a definite "tank stance". The ability to pull aggro off of it with healer dps is laughable
Choco regen needs looked at because at 25 potency per tick it's pretty worthless. Needs to be at least 100-150 pot
Last edited by Deceptus; 07-19-2022 at 12:16 AM.
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