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What would you like to see for your job: Pup Edition!Follow

#1 Sep 29 2012 at 4:20 PM Rating: Excellent
Since the job forums have been pretty inactive for awhile, I thought I'd start a new topic in each devoted to things you'd like or wish that Square Enix would do with each job. They can be legitimate things you'd like to see, or they could be absurd, and, while they can be, they don't have to be any serious or groundbreaking changes you think each job needs, just something you think would improve them a bit in some form. Just try to keep the topic clean and drama free (emphasis on try). Just have some fun with this and let your ideas soar.

Equipment for your automaton you can equip to it to improve its stats and capabilities. Do you have it in a primarily ranged mode? Put on some pieces that improved Ranged Attack and Accuracy. Have it in nuking mode? Throw on some Int/MAB gear. I know predominantly that's what the maneuvers are for, but something to add further customization and improved performance can't hurt in my opinion.
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#2 Sep 29 2012 at 10:15 PM Rating: Excellent
I personally like more gear that doesn't completely hamper the master. It is clear that square intends to have pup lean towards Dragoon not Summoner. I think pet jobs in general need their pet enhancing gear with stats that rival Main player stats if the gear has 0 benifit for the master. But if we continue to get 1-2 stat gear it need to have more benefits to the master.

Additional slots be nice.
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#3 Sep 30 2012 at 10:08 AM Rating: Excellent
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I'd love to see any part of my suggestions outlined in this thread (Link: Official Forums) become a reality.

I'd love to see levels 60, 70, 80, and 90 see some kind of upgrade for each Frame, similar to us getting them @10/20/30/40/50.
For example: Harlequin loses the ability to do magic in exchange for enhanced melee stats.

Maybe a 15th and 16th slot on the Automaton's equipment screen for 2 special attachments, which would only be equippable by certain frames. Valoredge could get a new blade / shield, or dual wield. Sharpshot could get augmented ammo. It would still have unlimited base ammo, but use consumables to change the arrow to Damage up or an EnEffect like standard crossbow bolts.

And then for the Master, gear needs to stop following 2 rules.
1) Stop putting us on Mage gear
2) Stop making MNK/SAM/NIN/PUP series gear a complete ***** to acquire

Edited, Sep 30th 2012 12:12pm by AeriaAllslove
#4 Sep 30 2012 at 10:29 AM Rating: Excellent
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More than specific things for PUP (who can, definitely, get some), I'd like new events that benefit using a PUP.

What would that be? Since we excell at survivability while maintaining good damage, an event that, for example, started each party member in a different location, and everyone had to gather in the center where you fight a boss coud be really suited to PUP, and other hybrids. For example, a WAR, stranded with a good amount of EM-like mobs to defeat until being reunited with the rest of the team would not do very well, would have to sub DNC, etc. A RDM would be preferred over a SCH, because with more than one enemy to fight, thr SCH would have a lot of problems, or would just not be able to advance. Same with a WHM, although WHMs can actually rival RDMs in melee (which, btw, should be addressed, too). So, everyone gathers, and now those jobs who can advance well against tough-ish enemies have to face a NM that requires collaboration... Who would be more useful there? There are some candidates, but PUP would be up there for sure.

Other than that, if they insist in making equipment that boosts only the automaton and offers almost no benefit to the master, it better be really potent, since it will only be used when the automaton is fighting alone... and autos are not exactly BST pets. Conversely, and as said above, if you offer us modest to small benefits to the auto, the master stats have to be on par or very slightly below the ones that other master-only pieces offer, or they won't be worth using.
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#5 Sep 30 2012 at 5:54 PM Rating: Good
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Just throwing out a lot of half-baked things that are coming to mind. Some may work, some may not.

A way to increase elemental capacity could open up new attatchment combination possibilities. They keep adding interesting new attatchments, but its starting to feel really limiting because we can only attatch so few.

Double Maneuver duration and half maneuver recast.

Attatchment that have multiple element types, and can have varying effects depending on which element maneuver is being used. Like a Spikes attatchment that gives different element spikes depending on your maneuvers. Or an Eraser-like attatchment that can remove debuffs of the corresponding element to what maneuvers are active. Or a "Stance" type attatchment that can flip-flop between offensive and defensive. Or even different synergistic effects.

More attatchments like Optic Fiber that interact with other attatchments and can have varied effects.

Basically I think they should play up the maneuver aspect of the job. Right now we have a specific set of attatchments so we throw up our maneuvers and let them just go to town. It would be nice if they gave us reasons to change up maneuvers more often, and incentives to make our performance more powerful to match the increased attention and micro-managing (and JA delay) it would require. It would be great if we could actually power up Auto WS by having the recast short enough to get ready for it

Killer effect type attatchments to allow us to further specialize according to our prey.

Aura-type attatchments with both buffs and debuffs.

More fun "puzzle" type fights like Ob. Or even fights where per-hit damage is capped, so the more fists swinging will be stronger in the long run than big super-powered hits.
#6 Sep 30 2012 at 8:00 PM Rating: Good
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I would love to see an ability that increases the length of maneuvers. Or a perhaps change the animation of maneuvers. Have the pet do an animation similar to the shock absorber. That way we don't lose so much dps when we do get invited to zergs/in general.
#7 Oct 01 2012 at 4:19 AM Rating: Decent
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Two things that come to mind for me are new emotes for pet only. I think that would be a nice add on to have your automaton do some new things where you the player do not have to do the motion yourself.

The other thing is a treasure hunter or sort of 'thieving' attachment for your automaton. Not necessarily saying make a thief frame or TH attachment but something neat that might correspond with your pet would be interesting.
#8 Oct 01 2012 at 12:25 PM Rating: Good
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I'd love more non mage gear. Seriously wtf is with PUP gear selection?
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#9 Oct 02 2012 at 7:41 AM Rating: Good
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I would like to be able to customize how my auto looks. I dont want the looks to change any of the stats, just how it looks. VE would still use sword and shield and SS would still use its crossbow. Also, dont make this a 1 time set so that you are locked into it. Allow us to customize our auto whenever we want.

If I could make my auto not look like every other auto out there, that would make me happier.
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#10 Oct 02 2012 at 8:13 AM Rating: Decent
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I was actually going to suggest what Siblingz brought up - change or eliminate the graphic for activating a maneuver. Maybe make it some sort of flash or aura around master or puppet (or both), but not something that would freeze your character in an emote of some sort.

I also liked the idea of customizing your automaton's looks. It would be kind of cool to have a sort of Automaton Paint Shop, say in Aht Urghan. You could change its coloring, and quest/craft different automaton parts that you could interchange that are cosmetic only (different looking weapons / armor that wouldn't necessarily have any effect on stats, though that would be a nice plus). Having Stormwaker puppets wield a wand or Valoredge actually use a sword instead of his pincers would just be fun.
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#12 Oct 05 2012 at 7:12 AM Rating: Excellent
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Quote:
(since PUP was originally conceptualized as a necromancer)

This was a thing? I never knew that, is there more information out there?

Toci's may not be mage gear but Heka's clearly is. There are still a number of pieces that are appearing as mage centered gear. In addition why couldn't pup just get added to Atheling cause you know Bard and Redmage are more DD oriented than Puppetmaster is.

Quote:
EVERY piece of light/medium melee gear

This, this, and this beg to differ... Not saying we haven't gotten pretty good gear lately, but there are still some gear selections that purposely exclude us from the DD group in favor of placing us unusually on mage only gear like this.

Edited, Oct 5th 2012 9:13am by Clancaln
#13 Oct 05 2012 at 9:38 AM Rating: Excellent
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I would like the max distance to deploy sharpshot and mage frames to be increased to match players. That way you could keep automaton out of effective AoE range. like ~21 yalms instead of ~16 for magic and ~25 for ranged.

This would let pup be a much more acceptable option for the Big NM fights.
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#15 Oct 10 2012 at 2:22 PM Rating: Excellent
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I'm gonna have to agree with the opinion that PUPs really don't need to complain about lack of DD gear in this day and age. Despite some exceptions, like being on a mage set like Chelona, or being excluded on Atheling (but that's really because in a bit of nostalgia they just used the same jobs from the old DD backpieces like Amemet/Cerberus/Forager's, recalling a day when PUP really WAS excluded), "we don't get DD gear" is really not a very legit complaint in the post WotG era.

PUP has been on most of the light DD or martial arts sets ever since... late ToAU era? Pahluwan, Enkidu, Usukane, Cobra, Thaumas, Athos, Toci/Ocelomeh, etc. Great Empyrean set. Great accessories (Epona's, Twilight Belt, Agasaya/Cirque/Rancor necks).

Focusing on the few exceptions like Atheling misses the point that we really don't have it hard these days. And it's not like 75cap where the gap between Amemet+1 and Bellicose Mantle was pretty major. Now we're talking about the much closer difference between Atheling and Pantin or Vellaunus (in many cases I'd go with Pantin anyway).
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#16 Jan 03 2014 at 5:04 AM Rating: Excellent
With 2013 behind us and 2014 just starting, what would you like to see come to the Puppetmaster job? Has Adoulin changed the authority of automatons in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?
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#17 Jan 24 2014 at 7:56 PM Rating: Excellent
Professor Shock Vlorsutes wrote:
With 2013 behind us and 2014 just starting, what would you like to see come to the Puppetmaster job? Has Adoulin changed the authority of automatons in a way that you do or don't like? Is there an unresolved issue that you think they still need to fix?


Long time with out playing and feeling the nostalgia pretty badly, how has pup changed? I would also want to know :o
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#18 Jan 25 2014 at 6:21 AM Rating: Excellent
How long ago did you last play? If it was before Seekers of Adoulin, Puppetmaster has become far more powerful of a job. One of the new animators, known as the Alternator, gave such a huge increase to automaton stats that using a series of the Sharpshot Frame automatons was a viable method of taking out one of the harder notorious monsters in the game (the Ceizak Delve boss Muyingwa).
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#19 Feb 25 2014 at 12:22 AM Rating: Excellent
Professor Shock Vlorsutes wrote:
How long ago did you last play? If it was before Seekers of Adoulin, Puppetmaster has become far more powerful of a job. One of the new animators, known as the Alternator, gave such a huge increase to automaton stats that using a series of the Sharpshot Frame automatons was a viable method of taking out one of the harder notorious monsters in the game (the Ceizak Delve boss Muyingwa).


yeah it was a bit before Seekers came out, and partially it was because for some reason it disappeared from steam, and I like having my games on steam, and I did hear about the Alternator crazyness, I'm having alot of fun on XIV but I seriously miss Puppetmaster alot.
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#20 Mar 06 2014 at 6:37 AM Rating: Excellent
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