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Pet changes on taking damage

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Orontes
Posts: 368

Pet changes on taking damage

Post#1 » Tue Feb 13, 2018 1:33 pm

Was any explanation given on why pets now take so much more damage? They seem to melt if someone stares at them.

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diedrake
Posts: 440

Re: Pet changes on taking damage

Post#2 » Tue Feb 13, 2018 1:55 pm

What are you referring to? The WL pet i assume, its prob because the pet was overperforming with the complete aoe immunity, that be my only guess.
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Miszczu5647
Posts: 447

Re: Pet changes on taking damage

Post#3 » Tue Feb 13, 2018 3:09 pm

Orontes wrote:Was any explanation given on why pets now take so much more damage? They seem to melt if someone stares at them.
Did you read hotfixes in last patchnote (from February 9th)?
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tiarna
Posts: 18

Re: Pet changes on taking damage

Post#4 » Tue Feb 13, 2018 4:32 pm

the most annoying thing on squig pet, continuosly ranged hit inside a keep, even out of sight.. sometimes is really annoyng.. being hit for half hour from something that is outside the keep..

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diedrake
Posts: 440

Re: Pet changes on taking damage

Post#5 » Tue Feb 13, 2018 7:17 pm

Most anoying thing is being on third floor defending when inner isnt down and a pet teleports to me and fetches... Pets are buggy it will get fixed eventually. At least now certain pet now can be cc by aoe cc and takes some aoe damage
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Anshard
Posts: 24

Re: Pet changes on taking damage

Post#6 » Tue Feb 13, 2018 8:52 pm

I'm not certain I can figure out why this change was necessary. The change affects primarily ORVR and group fighting... which is most of WAR, unless you are a WE or WH. It punishes WLs for being part of a group, while not affecting the balance of the class. Or better said, it just makes one aspect of WL a chore (Keeping your lion alive while in a warband) while not affecting the class in a game play balancing manner.

So why make this change? And yes, I don't find 'because aoe immunity made them too powerful' or 'pets hitting me in keeps' an answer. For example, how does aoe immunity make a pet too powerful? Do players usually spam aoe on top of a keep to stop lions? Maybe in the keep? I doubt it. Sounds more like 'I wish the lion was constantly on cooldown, then I wouldn't have to deal with it' style of logic. This would make the WL a MARA, just weaker.

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diedrake
Posts: 440

Re: Pet changes on taking damage

Post#7 » Tue Feb 13, 2018 10:01 pm

prob because the WL needs a weakness, but you know there are builds out there that doesnt need the lion pet. The WL pet was the ONLY pet immune to a type of damage, and no, the WL still puts out more flash damage then the Mara does. Played a WL on live and they were pretty good with and without the pet. Plus now in a group if you really wanted you can now use that tactic that when your pet dies you deal more damage.

adapt to the changes, its not like the pet is taking 100% of aoe damage.

and b4 you say oh you dont have a wl, i just rolled one and seeing how "painful" losing a pet is compaired to losing a squiggy pet :P
Fenaal- SM 40/84 Drezden- BW 40/7×

Fanaal- CHO 40/79 Greebao- SH 40/70
Diedrake- Magus 40/6x

Orontes
Posts: 368

Re: Pet changes on taking damage

Post#8 » Tue Feb 13, 2018 11:22 pm

diedrake wrote:What are you referring to? The WL pet i assume, its prob because the pet was overperforming with the complete aoe immunity, that be my only guess.

I actually noticed this on my magus. The daemon was suddenly dying during sieges constantly where this hadn't been an issue in the past.

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Orontes
Posts: 368

Re: Pet changes on taking damage

Post#9 » Tue Feb 13, 2018 11:24 pm

Miszczu5647 wrote:
Orontes wrote:Was any explanation given on why pets now take so much more damage? They seem to melt if someone stares at them.
Did you read hotfixes in last patchnote (from February 9th)?
Thank you for the reference. It reads as generally targeting WL pets. Was any consideration taken, for example to Magi and Engi pets? Were they intended to be made so vulnerable suddenly?

Klesko
Posts: 67

Re: Pet changes on taking damage

Post#10 » Wed Feb 14, 2018 12:22 am

Anshard wrote:I'm not certain I can figure out why this change was necessary. The change affects primarily ORVR and group fighting... which is most of WAR, unless you are a WE or WH. It punishes WLs for being part of a group, while not affecting the balance of the class. Or better said, it just makes one aspect of WL a chore (Keeping your lion alive while in a warband) while not affecting the class in a game play balancing manner.
I've opened up a balance proposal for WL pet survivability. Currently, the pet HoT doesn't even cover a single dot from a single enemy player -- The pet heal is in a pathetic state. The Calming Presence tactic is so atrocious it can't even be considered garbage tier. There's not much for WL's to support their own pets outside of a bit of sustain they can get if they're railroaded into a very specific spec(tactic), which in and of itself does relatively nothing against any sort of focus fire by a player or two.

Hopefully Nature's Bond & Calming Presence will be addressed at the very least once the proposal hits the discussion floor.

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