[Squig Herder] Abilities, pets etc. My pov.
Posted: Tue Aug 09, 2016 2:44 pm
Hello!
Let me start of by saying that this thread is meant to shed light and possible insight into this little green machine and some of its abilities. It is NOT meant to be a SW vs SQ discussion or a class balance thread. This thread is a way for me to try to share some of the experiences and bugs of this class and – hopefully - get some feedback from the devs regarding whatever issues or questions that might occur. I intend to go through the class and specific abilities pretty thoroughly and I am going to start with one of the main issues around pet-based classes, at least when we are talking squig herder.
First off, let us shed light on the known issues regarding pets and pets’ movement:
https://github.com/WarEmu/WarBugs/issue ... rder%20pet
All of above issues from the bugtracker are known and as far as I understand, are ‘being looked into’ but let us be honest, it is low priority due to recent shenanigans. However, there is few differences I have noticed from live servers to ror servers and I am positive that a few of them are not working as intended or maybe not being looked into.
First of all there is the mentioning of Drop That!!

– the squig herder disarm from the pet –
This ability use to disarm instantly back on live due to what I believe was the fact that the disarm worked of all the pets’ abilities including auto attack. It seems that as of right now the disarm will only proc if the pet abilities – Poisoned Spine, Spine Fling, Spore Cloud, Goop Shootin’ etc – is off cooldown. – *This will be tested even more later on.*
Which brings me to another part, but arguably the most important for this class - the pets attack range. Let us start with Gas Squig:


What I am focused on is the part where it says ‘100 ft range’. Now I tested this out before I made this post so:

Here I am in Praag with a Praag Citizen. I am starting at exactly 100ft, as most of the Big Shootin’ abilities are ‘lit up’, but the Quick Shootin’ dots(98ft) (Yer Bleedin’, Rotten Arrer) is not lit up.
Now moving on to the next screenshot I have told the pet to smash the citizen!

But for some reason, the pet can only hit the target from around 50ft.
Now let us draw our attention to the Spiked Squig:


Again, I am focused on the part where is indicates the pet’s attack range, which in this case is 150ft range.

Same spot as before… I’m standing at 100ft to have an indication of the range. Keep in mind that the pet has 150ft. This is what happens when I send in the pet…

Surely this cannot be how the squig herder pets are meant to behave?
I haven’t mentioned or spend much time on the Horned squig or Frank the Tank as the only time they come out is to have a snack, doing some form of PVE or standing at a keep defence. Moving on from the pets to the class itself. I will not be spending much time right now on this section of the thread, but will most likely update it as the game progresses. I will however mention two specific abilities that definitely needs attention.
First of we have KABOOM!

https://github.com/WarEmu/WarBugs/issues/5783
Which unfortunately still is broken. You can – if you are playing a squig herder - do a work-around after you use KABOOM! in Squig Armor and that is to slot KABOOM! to your normal hotbar and click it. Even though it is greyed out, you will still KABOOM! This will fix your hotbars. However this workaround is to be honest worthless in PvP if you are fighting anything with half a brain. Now the reason I am bringing this up is mainly linked to the squig herder survivability – AoE KB is handy, not just for the squig herder, but also for the group that he or she is in as the squig herder should be close enough to help healers. Right now that option of using KABOOM! is out of the window. No one is going through 3 global cooldowns to punt around himself and fix hotbars… ‘Ain’t nobody got time for that’.
The last part of this thread for now will be directed towards Git Em! As melee Squig Herders also needs some loving – I’m looking at you Culdu!
https://github.com/WarEmu/WarBugs/issues/5612


As the smart reader will point out, something is seriously wrong with either tooltip, ballistic skill/strength contribution or something else entirely. Culdu also pointed out on the bugtracker that the whole 35ft teamwork between the herder and the squig seems rather dodgy.
That is all the juice in my tank for now! I hope that some players and devs will be able to use some of this information. I will try and update this thread every now and then, thank you for your time.
Let me start of by saying that this thread is meant to shed light and possible insight into this little green machine and some of its abilities. It is NOT meant to be a SW vs SQ discussion or a class balance thread. This thread is a way for me to try to share some of the experiences and bugs of this class and – hopefully - get some feedback from the devs regarding whatever issues or questions that might occur. I intend to go through the class and specific abilities pretty thoroughly and I am going to start with one of the main issues around pet-based classes, at least when we are talking squig herder.
First off, let us shed light on the known issues regarding pets and pets’ movement:
https://github.com/WarEmu/WarBugs/issue ... rder%20pet
All of above issues from the bugtracker are known and as far as I understand, are ‘being looked into’ but let us be honest, it is low priority due to recent shenanigans. However, there is few differences I have noticed from live servers to ror servers and I am positive that a few of them are not working as intended or maybe not being looked into.
First of all there is the mentioning of Drop That!!

– the squig herder disarm from the pet –
This ability use to disarm instantly back on live due to what I believe was the fact that the disarm worked of all the pets’ abilities including auto attack. It seems that as of right now the disarm will only proc if the pet abilities – Poisoned Spine, Spine Fling, Spore Cloud, Goop Shootin’ etc – is off cooldown. – *This will be tested even more later on.*
Which brings me to another part, but arguably the most important for this class - the pets attack range. Let us start with Gas Squig:


What I am focused on is the part where it says ‘100 ft range’. Now I tested this out before I made this post so:

Here I am in Praag with a Praag Citizen. I am starting at exactly 100ft, as most of the Big Shootin’ abilities are ‘lit up’, but the Quick Shootin’ dots(98ft) (Yer Bleedin’, Rotten Arrer) is not lit up.
Now moving on to the next screenshot I have told the pet to smash the citizen!

But for some reason, the pet can only hit the target from around 50ft.
Now let us draw our attention to the Spiked Squig:


Again, I am focused on the part where is indicates the pet’s attack range, which in this case is 150ft range.

Same spot as before… I’m standing at 100ft to have an indication of the range. Keep in mind that the pet has 150ft. This is what happens when I send in the pet…

Surely this cannot be how the squig herder pets are meant to behave?
I haven’t mentioned or spend much time on the Horned squig or Frank the Tank as the only time they come out is to have a snack, doing some form of PVE or standing at a keep defence. Moving on from the pets to the class itself. I will not be spending much time right now on this section of the thread, but will most likely update it as the game progresses. I will however mention two specific abilities that definitely needs attention.
First of we have KABOOM!

https://github.com/WarEmu/WarBugs/issues/5783
Which unfortunately still is broken. You can – if you are playing a squig herder - do a work-around after you use KABOOM! in Squig Armor and that is to slot KABOOM! to your normal hotbar and click it. Even though it is greyed out, you will still KABOOM! This will fix your hotbars. However this workaround is to be honest worthless in PvP if you are fighting anything with half a brain. Now the reason I am bringing this up is mainly linked to the squig herder survivability – AoE KB is handy, not just for the squig herder, but also for the group that he or she is in as the squig herder should be close enough to help healers. Right now that option of using KABOOM! is out of the window. No one is going through 3 global cooldowns to punt around himself and fix hotbars… ‘Ain’t nobody got time for that’.
The last part of this thread for now will be directed towards Git Em! As melee Squig Herders also needs some loving – I’m looking at you Culdu!
https://github.com/WarEmu/WarBugs/issues/5612


As the smart reader will point out, something is seriously wrong with either tooltip, ballistic skill/strength contribution or something else entirely. Culdu also pointed out on the bugtracker that the whole 35ft teamwork between the herder and the squig seems rather dodgy.
That is all the juice in my tank for now! I hope that some players and devs will be able to use some of this information. I will try and update this thread every now and then, thank you for your time.