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  1. #1
    Player
    NekoMancer's Avatar
    Join Date
    Feb 2014
    Posts
    12
    Character
    Neko Mancer
    World
    Lamia
    Main Class
    Arcanist Lv 50
    there are plenty of fights with quick-kill add situations. over-gearing the problem away doesn't make summoner fundamentally any good at them.

    "we have burst damage when it matters ... the lack of on demand burst balances our class.." except, we often need burst on demand, yay.

    I have a heel/steady macro, it requires a 'wait' clause to function right. which makes it sluggish. And being able to fix it with a macro doesn't mean heel shouldn't cause steady by default.

    steady-contagion... good idea, i will try that out. (although, it would still be 'better' if commands were coded with priority in the first place).

    Place: say you want it to go someplace, halfway there you want contagion. it will just sit at that halfway spot now, and not continue to the desired location after contagion. just an example. are you suggesting they should not tweak pet control so that it works smoother/better?
    (1)
    Last edited by NekoMancer; 02-13-2014 at 01:34 AM.

  2. #2
    Player
    T0rin's Avatar
    Join Date
    Oct 2013
    Posts
    447
    Character
    Torin Escarpa
    World
    Sargatanas
    Main Class
    Summoner Lv 60
    Quote Originally Posted by NekoMancer View Post
    there are plenty of fights with quick-kill add situations. over-gearing the problem away doesn't make summoner fundamentally any good at them.
    Name some then. I can only think of one fight where there are multiple 'soft' adds that need to be killed or something bad happens. Ex Garuda is the only one I can remotely justify as 'kill or die' with multiple adds.


    Quote Originally Posted by NekoMancer View Post
    "we have burst damage when it matters ... the lack of on demand burst balances our class.." except, we often need burst on demand, yay.
    Again, for what? Need burst on demand for conflag? Bane > Fester. What's the issue, really?


    Quote Originally Posted by NekoMancer View Post
    I have a heel/steady macro, it requires a 'wait' clause to function right. which makes it sluggish. And being able to fix it with a macro doesn't mean heel shouldn't cause steady by default.
    No it doesn't, you just need to hit it twice. But that's the thing, Heel shouldn't cause Steady by default. What if I want to Heel my pet out of some ADS add (like the one that shoots a big flame DoT thing) red zone, but want it to keep shooting after it gets to me? I just hit Heel, thank goodness it doesn't automatically go into Steady. Heel is just a command to 'come to me'. If you want a command for 'come to me and stop doing everything' you could hit Steady (assuming it wasn't placed) or make a macro (that you hit twice) for Steady, Heel.


    Quote Originally Posted by NekoMancer View Post
    Place: say you want it to go someplace, halfway there you want contagion. it will just sit at that halfway spot now, and not continue to the desired location after contagion. just an example. are you suggesting they should not tweak pet control so that it works smoother/better?
    So you want all commands given to the pet to be queued? Sounds gnarly. What if I want my pet to stop and cast Contagion immediately, but told him to move from one side of the arena to the other? Sounds like you want less control of your pet to make it even easier to micro? Sounds like an overall loss of control, if anything.

    Personally, I think pet control works fine, given the very narrow scope of what pets can actually do. The only quirk I think they need to work out is the manual command (like Contagion) during an existing ability (Wind Slash) CD, where you might either need to spam Contagion or Steady first, to ensure it goes out promptly. But outside of that, I think a 'command queue' would be a bad idea, it would remove the ability to precisely stop/start specific things when I want (or need) them immediately.
    (0)

  3. #3
    Player
    PatchKnowl's Avatar
    Join Date
    Feb 2014
    Posts
    11
    Character
    Patchouli Putiphar
    World
    Moogle
    Main Class
    Summoner Lv 90
    Quote Originally Posted by T0rin View Post
    Name some then. I can only think of one fight where there are multiple 'soft' adds that need to be killed or something bad happens. Ex Garuda is the only one I can remotely justify as 'kill or die' with multiple adds.
    I just entered Pharos Sirius for the first time today through DR. Both DPS were SMN, and the last boss was definitely a situation difficult to handle with two SMN, when the minions need to be killed asap. After about ten wipes we gave up, and I suspect that with two of us, it made the battle way more difficult than, say, with a BRD or a BLM.

    Of course it's a question of balance, but honestly in certain situations, especially in four ppl dungeons, the dps both being summoners can be a real pain, and a clear disadvantage compared to other party settings. Considering that DR is used by most players if not all (and thus random pt), I think that party setting should not make so big a difference in front of a boss, or maybe dungeons like this one should not be in DR (I already regret unlocking it).

    And if most dungeons are easy compared to Pharos, there are still many bosses spawing adds that need to be killed asap with burst damage preferably, and even if it's still easily doable with two SMN, it's really tedious.
    (2)
    Last edited by PatchKnowl; 02-14-2014 at 04:38 AM.