Re: WLs are the new SHs
Posted: Sat Jun 06, 2015 8:21 am
I think that add all stats and then redistribuite will make just a npc with a player stats, so like a second player.
Gameplay-wise pet should be tools, so not so strong as wl player
I think also that pure scaling pet with wl can give some nasty problem in future if cap will be increased,
it would be better that pets get his own stats and get a x% from wl stats.
This gave a better controll over pets stats value range, but give even some type of customization
A x value for every stats and a x value for all 3 resistence.
You suggest to make lion only more offensively/resistent thx to stats but this way the pet can still be totaly get ingored, with a detaunt.
I dont think that solution to pet is "only" raise his stats. In each stance. That way the only stance that player would use would be the one that offer, taking in account carrier distibuition, the best damage x pet survability.
I think it would better offer diversisty rather than pure stats buff, that as i said it have some downside when you look at high levels and better caps.
Trained to Threaten: (support/debuff-buff)
It seems like pet want take the attention.. so what does it mean from a gameplay point of view?
-taunt
-challenge
pet while in this stance need to be able to taunt and challenge passively( they can be even lower value than tanks counterparts) aoe around him ( small area like 30-40 feet) thus this make wl a distration as increase friendly damage and reduces enemys damage all around him, that way it became a tool and not a second player.
It's not a dps machine still cannot be ingored, as his support role make all allies do more damage and all enemys do less damage.
Trained to Hunt's (support/cc)
Speed/hide/opening strike.... it's all regard this when you think about hunt. Make into a game this mean make wl should have his def based on more parry/dodge/disrupt than primary stats.
This is where he should have a damage reduction from aoe; to make him able to reach is prey even when under mass attacks
-note that this is when you want to throw the pet at your enemys. Pet that go away from player and chase the target recive a "hunt" damage boost while it's away from you, if you get near, the buff is lost.
-also the first strike the pet does need to be automaticaly a critical hit, also the hunt is renew after some seconds so every x second an auto crit hit should occur.
Trained to Kill's(suppor/dps)
Should be the more offensive of the pet stance but it need to be near the player.
Until it's at player side, lion recive a stacking offensive bonus . If it goes away the damage buff is lost and do not increase again until the pet return to your side. This stance should concern more offensive stats than gameplay.
3 way to play pet that should required 3 different stats values for me. Stats should be balanced around each stance and not generaly from player.
Gameplay-wise pet should be tools, so not so strong as wl player
I think also that pure scaling pet with wl can give some nasty problem in future if cap will be increased,
it would be better that pets get his own stats and get a x% from wl stats.
This gave a better controll over pets stats value range, but give even some type of customization
A x value for every stats and a x value for all 3 resistence.
You suggest to make lion only more offensively/resistent thx to stats but this way the pet can still be totaly get ingored, with a detaunt.
I dont think that solution to pet is "only" raise his stats. In each stance. That way the only stance that player would use would be the one that offer, taking in account carrier distibuition, the best damage x pet survability.
I think it would better offer diversisty rather than pure stats buff, that as i said it have some downside when you look at high levels and better caps.
Trained to Threaten: (support/debuff-buff)
It seems like pet want take the attention.. so what does it mean from a gameplay point of view?
-taunt
-challenge
pet while in this stance need to be able to taunt and challenge passively( they can be even lower value than tanks counterparts) aoe around him ( small area like 30-40 feet) thus this make wl a distration as increase friendly damage and reduces enemys damage all around him, that way it became a tool and not a second player.
It's not a dps machine still cannot be ingored, as his support role make all allies do more damage and all enemys do less damage.
Trained to Hunt's (support/cc)
Speed/hide/opening strike.... it's all regard this when you think about hunt. Make into a game this mean make wl should have his def based on more parry/dodge/disrupt than primary stats.
This is where he should have a damage reduction from aoe; to make him able to reach is prey even when under mass attacks
-note that this is when you want to throw the pet at your enemys. Pet that go away from player and chase the target recive a "hunt" damage boost while it's away from you, if you get near, the buff is lost.
-also the first strike the pet does need to be automaticaly a critical hit, also the hunt is renew after some seconds so every x second an auto crit hit should occur.
Trained to Kill's(suppor/dps)
Should be the more offensive of the pet stance but it need to be near the player.
Until it's at player side, lion recive a stacking offensive bonus . If it goes away the damage buff is lost and do not increase again until the pet return to your side. This stance should concern more offensive stats than gameplay.
3 way to play pet that should required 3 different stats values for me. Stats should be balanced around each stance and not generaly from player.