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  1. #1
    Player
    AlliciaCapulet's Avatar
    Join Date
    Apr 2015
    Location
    Limsa Lominsa
    Posts
    272
    Character
    Allicia Capulet
    World
    Jenova
    Main Class
    Scholar Lv 100
    I’m still disappointed with Beastmaster.

    It was announced more than two years ago, and we still haven’t really seen anything meaningful about it. What makes it worse is that Dawntrail hasn’t exactly delivered extra content overall, and Blue Mage updates were put on hold—only for Beastmaster to receive very little in return.

    A much better approach would have been something like:

    7.1: Beastmaster released at level 50
    7.2: Increased to level 60
    7.3: Increased to level 70
    7.4: Increased to level 80
    7.5: Increased to level 90

    If it had been handled like that, I would have been genuinely excited for the job. It would have felt like ongoing content throughout the expansion.

    But as it stands, after more than two years of waiting, we’re only getting level 50—and at the cost of no Blue Mage updates. At this point, my hype for Beastmaster is basically gone.

    And let’s be honest, it probably won’t even release with 7.5 itself, but rather 7.51 or 7.55. Either way, it will likely take a week or two at most to finish everything up to level 50, and then there’ll be nothing left to do while waiting for 8.0.

    For me, it’s simply too little, far too late.
    (5)

  2. #2
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    140
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2
    Look, very happy to see the game on course for a unexpected comeback, going by what's been announced. But I'm going to start dial down my own hype to cautious optimism. Things really are looking up though.

    That aside, I am glad to see Beastmaster pushed back to 7.56, as it really needs polish and a decent way from being ready.

    One main issue I see with Beastmaster is that it really spits in the face of everything that Hermes stood for in the MSQ. We're just straight making and unmaking creatures all the time- even sharing a similar visual effect and colour when doing so (Job quest text cannot explain that away). Also, going by the footage (in development of course), the beasts don't even look at/acknowledge/glance at you (like our chocobos do). They're just 'there' and it looked pretty jank when they were following the character around in Limsa. There was no unique elegance or flow to differentiate them from the ones that spawn in the wild. Nothing to show they were 'tamed' really (no kind of collar or flashy-worn-item to dress them with a little). And overall I'm disappointed that it's an aether-based job (that summoner was already doing, pretty much) and not really 'actual beasts'. But this can all be refined and I hope this happens (maybe this will, alongside hinted upgrades to companion), given they have plenty of time do so. Also I wasn't fond of the caging graphic (I figure we will be able to job skill glamour over this in 8.0 though- but the one shown is ok I guess) and the overall capture process looked effortless. Perhaps adjust or refine it so that you have to get the health down to within a particular few % within 60-1% health (randomly set per mob spawning event), or it will fail if outside of that. Or some other quick mini-puzzle trick onscreen thing to do while battling and attempting (fast pattern match reflex action maybe? similar to dance games).
    (0)
    Last edited by Zofian; 04-30-2026 at 06:57 PM.

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