Job Adjustment Manifesto

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Job Adjustment Manifesto
 Leviathan.Goldengreg
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Game: FFXI
Posts: 43
By Leviathan.Goldengreg 2011-07-26 06:15:34
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News from SE:

Quote:
We plan to broaden the range of monsters that beastmasters can coax into becoming their pets. Furthermore, we'd like to see beastmasters shed their reputation as lone wolves by endowing their pets with more abilities that provide assistance to party members.


Example Adjustments

-A new ability to call forth pets that, like the avatars Odin and Alexander, immediately use their characteristic ability then disappear.
-Adding more pet-specific abilities.
-Revising the effects of the Familiar ability.

What it could mean:
-New jugs
-Possibility to charm monsters in Abyssea? (yay)
-Jug Pets having benefic aura for the pt
-New monsters to charm? (Hyppo? Peiste? Wivre? :yes please!: )
-Dragons or Behemoth instant jug pets (TP move then disappear)

New "familiar"... it could be:
-A form of sync=> You charm a lv10 pet but it becomes 90?
-Charm-ga?(yummy but not very realistic)

Etc...

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By Artemicion 2011-07-26 06:22:45
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I approve of this.
And everything else too I suppose.
 Phoenix.Sehachan
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user: Seha
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By Phoenix.Sehachan 2011-07-26 06:24:06
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Sorry, just wanted to post it too.
 Fairy.Aerias
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user: Aerias
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By Fairy.Aerias 2011-07-27 09:39:41
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I'm wary about their idea for the SMN type pets. If they choose to do it like SMN where you have to defeat it once, then it's available that's fine. I really don't need to be spending more money on a jug I get to spam over and over.

-New jugs, yes.
-More variety of monsters is good.
-Zoning or at least logging out with said monster should be allowed. It gets old when you pop your last jug and get kicked to come back and find you have to run back to an AH.
-Being able to choose 'charmed' monsters "sic" abilities would be nice, like jug pets, since we are 'controlling' them.
-2hr definetely needs to change, maybe something along the lines of DRG, or in reverse, where it 1/2s our stats but our pets become super strong.
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