BretonMage wrote: »I'd like to say, as a solo magsorc who also uses the Clannfear, that even without the taunt, having a pet draw at least some aggro is immensely helpful for my survivability. Making them untargettable would (especially with the shield nerf) make the solo experience unplayable.
BretonMage wrote: »I'd like to say, as a solo magsorc who also uses the Clannfear, that even without the taunt, having a pet draw at least some aggro is immensely helpful for my survivability. Making them untargettable would (especially with the shield nerf) make the solo experience unplayable.
I tested out both the Clannfear and the Matriarch last night (not on PTS), and I was definitely targeted more with the Matriarch. People who want to do group content can bring the Matriarch, but the Clannfear still rules for soloplay.
But I'd love it if they didn't need to be double-barred...
Sad they dont offer a tankable non immune version...
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Waffennacht wrote: »Wow, that's a solid change for solo play
@ZOS_Finn
Thank you for taking the time out to respond to inquiries/concerns over pets in PvE. I do have a suggestion to add to this discussion. Would it be possible or a beneficial thing to have combat pets scale to highest magicka/stamina and weapon/spell damage pools so that you could theoretically make a stamina pet build? Looking at Clannfear in Sorc that deals physical damage as a part of my reason. Also, this would include the spiders from Tangling Webs (which I can't still understand why stamina can't activate a stamina based synergy but that is another question no to the discussion), and potentially pets from proc sets, like Maw or Shadowrend.
Oreyn_Bearclaw wrote: »Waffennacht wrote: »Wow, that's a solid change for solo play
Actually no it’s not. I agree with this change as it does more good than harm, but if you were someone that likes soloing vet content on a pet Sorc, you got nerfed hard. Losing the aggro from pets is a game changer when solo.
@ZOS_Finn
Thank you for taking the time out to respond to inquiries/concerns over pets in PvE. I do have a suggestion to add to this discussion. Would it be possible or a beneficial thing to have combat pets scale to highest magicka/stamina and weapon/spell damage pools so that you could theoretically make a stamina pet build? Looking at Clannfear in Sorc that deals physical damage as a part of my reason. Also, this would include the spiders from Tangling Webs (which I can't still understand why stamina can't activate a stamina based synergy but that is another question no to the discussion), and potentially pets from proc sets, like Maw or Shadowrend.
I believe this has been suggested before but it's more a question to ask the combat team. It may be helpful to start a thread on Sorc Pets for them to better focus on.
@karpok This change only affects Dungeons, Trials and Group Arenas. It does not affect any other portion of the game. Pets already had a very high reduction in damage taken within this content, this change just pushes it to 100% because of the nature of some abilities we make, 90% wasn't quite enough to keep them safe. Pets do not move out of danger in the same ways players do and those players which utilize pets as part of their damage in PVE were losing DPS without much recourse.
Orihara_Izaya wrote: »@ZOS_Finn
What about the idea of allowing Pet's to scale off your max stat (like Stamina or Magicka?). I feel like stamina players have very little variety when it comes to class skills, wouldn't it be interesting to allow players pet's to scale of either max Magicka/Spell Power or Stamina/Weapon DMG.
Just a suggestion maybe if you could pass the thought along?
Orihara_Izaya wrote: »@ZOS_Finn
What about the idea of allowing Pet's to scale off your max stat (like Stamina or Magicka?). I feel like stamina players have very little variety when it comes to class skills, wouldn't it be interesting to allow players pet's to scale of either max Magicka/Spell Power or Stamina/Weapon DMG.
Just a suggestion maybe if you could pass the thought along?
This is honestly a horrible idea. What possible rationale could there be for daedra summoned from oblivion to become more powerful the more stamina/physical strength you have?
Instead of trying to trying to shoehorn in something that doesnt make sense, perhaps instead they could change some passives/sorc skills to give the theme of a warrior sorc/battlemage.
Stam sorc absolutely needs love. Just dont think this is the way to go at all.
Oreyn_Bearclaw wrote: »Waffennacht wrote: »Wow, that's a solid change for solo play
Actually no it’s not. I agree with this change as it does more good than harm, but if you were someone that likes soloing vet content on a pet Sorc, you got nerfed hard. Losing the aggro from pets is a game changer when solo.
BretonMage wrote: »
The change to taunt I mentioned was changed quite a while ago, when we upped their damage resistance initially.
For those mentioning Maelstrom, it is not affected as it is solo, we want players to be able to use pets effectively in that arena. That said, bosses within Maelstrom have always been immune to pet taunt and this has not changed.
FYI
https://forums.elderscrollsonline.com/en/discussion/438763/combat-pet-changes-from-update-19
In short, there were some changes made in Update 19 which were not noted. They are live however.
We realize that pets within Trials and Dungeons can sometimes be a point of frustration and are looking into ways to alleviate that feeling. We will continue to evaluate and make changes when possible so, by all means, keep providing feedback.
Thanks!
daedemrwb17_ESO wrote: »@ZOS_Finn
While this thread is alive can you have whoever is in charge of gear sets, specifically monster sets, look at removing the proc chance on Maw of the Infernal?
This set can be extremely powerful or extremely underwhelming in PvE depending on how long it takes to proc the Daedroth.
Even if the damage has to be toned down (I have seen it do 3k DPS on a parse before) I would just like the consistency. It would also be a great way to allow Necropotence to be viable on classes other than petsorc and wardens running the bear.
phileunderx2 wrote: »I've been playing around the last 2 days with the scamp soloing some normal dungeons and a gyser. In the dungeons he has been working pretty well. Only has died to the last boss in Darkshade Caverns. But at the gyser all was well until the last boss and it was the giant poison spitting turtle and the scamp died constantly to the point I no longer bothered to re summon him. So the scamp needs work. It went from pretty good to absolutely useless.
There is already an invincible, untargetable pet on Live: the nightblade shade.
Even though pets have no taunt, they can still draw aggro (much to the consternation of a tank who finds that a melee enemy, instead of walking to the group, is hanging out at a distance in the back whacking on a Twilight), and now that they are invincible, any aggro that they do draw effectively becomes free damage mitigation. Making them untargetable similar to the NB shade would solve this problem, no?
I disagree, but then again, i'm probably the one PetSorc left on live who uses the Clannfear ...
That gives me an idea, jumping on the PTS right now, I''ll be baaaack ...
That gives me an idea, jumping on the PTS right now, I''ll be baaaack ...
@ZOS_Finn
Jumped on the PTS and made an exact copy of my live PetSorc. I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
I play this character mainly to solo veteran group content so i took her to solo veteran Fungal Grotto I because i have run this dungeon many, many times on live while farming for gear.
My setup is pretty simple:
Heavy attack lightning staff AOE based using the Clannfear to take aggro and to heal myself while i and my AOE's do the damage. I weave in light attacks and skills when my resources allow for it. Empowered Ward is my goto shield.
ON LIVE:
The Clannfear may not taunt enemies anymore but it sure holds a *lot* of aggro, even on the mini bosses and final boss.
Resource management is not a problem and neither is shield uptime. I do have to pay attention to my Pet healthbar, but otherwise this dungeon is simple and routine.
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?) but it does *not* draw any aggro anymore, even the trash mobs ignore it!
So now i have the full onslaught of all trash mobs plus the bosses while trying to keep my reduced 40% shields up, heavy attacking and staying alive.
There are no more resources for any light attacks or skills, i can barely keep up the Liquid Lightning, let alone weave in an staff skills.
All my magicka goes into shields and heals and there is nothing left for offensive attacks.
This pretty much confirms what i suspected from your comments.
I never imagined this character to struggle that hard to get through what i otherwise consider the easiest of the veteran group dungeons.
. Champion System
The Apprentice
Spell Precision: Decreased the Spell Critical Strike Chance granted to 9% from 12%.
The Ritual
Precise Strikes: Decreased the Weapon Critical Strike Chance granted to 9% from 12%.
Developer Comment:
Spoiler
These changes were made to keep damage and critical strike rates in line after the increased changes to Minor Prophecy/Savagery.
MyKillv2.0 wrote: »@ZOS_Finn
Thinking strictly from a Magden perspective.... the magic bear's only difference between base and magic morph is that the bear automatically responds upon death. If the bear cannot die, the morph is rather useless. Am I wrong?
BrightOblivion wrote: »Make pets immune to damage sometimes - this is what this change comes down to - idiotic.
This is such a stupid change.
First of all its inconsistent - some places the pets will take damage and in some instances it won't. The list is vague and ridiculous. Many players are still having to be told to stop using the Frost staff because they do not realise it taunts and now this.
Then you have the separation of pve vs pvp on top of that. The player will need to learn 2 playstyles for their pets - in 1 they keep an eye on their health and make sure they stay alive and in the other they don't. WTF. It goes completely against this BS idea ZOS puts forward where they don't separate PVE from PVP as far as skills are concerned.
Completely disappointed with ZOS this PTS cycle. The changes are erratic, not thought through, game-breaking and just downright childish. On top of that they're massive and has no consideration for any of the issues the players have/are putting forward. The current team clearly has no goal for what they actually want to achieve and are leaving actual concerns behind. Every change has a knee-jerk reaction which is even more inconsistent and shocking.
Get your *** together and take a deep breath and give a moment's thought before creating situational constraints on something as massive as that.
Maybe it's because I'm a petsorc main and have been for the past year or more (give or take a couple months where I was in a guild that had banned their use), but I'm going to have to disagree with much of your assessment.
First, I don't find the change remotely idiotic. As a petsorc, my familiar's pulse is easily in my top 3 sources of damage on almost every fight. For a sorc healer, it's one of the- if not the- main burst heal. In both cases, he takes up two bar spots out of 10 and take almost 1.5 seconds to resummon, during which you can do nothing else and your dps/hps drops hard. Particularly with the shield changes, they would die incredibly often, and then you have to spend the time resummoning them. It'd be like making it so that jabs or bol could be disabled with a 1.5s interruptable cast time before you could even cast and make use of it. Except worse because, again, they take up 2 spots. Silly, right?
But it's inconsistent! Not really. In group PvE content (trials, dungeons, group arenas), where the incoming damage is severe and you generally have a tank, the pets are invulnerable, so they don't die to a sneeze. In anything else, they aren't. It's actually quite simple to figure out. 1. Are you in a 4 man dungeon/trial/group arena, or aren't you? 2. What was truly difficult to figure out (and incredibly inconsistent, too) was which bosses/mechanics would kill/brutally maim the pet and which wouldn't. My familiar has died 5 times during one storm atro boss fight in vAA before, for reasons I still don't know. Meanwhile, in the Galchobar fight in vet Bloodroot Forge, he would stand there in the middle of the Weapon Throw, slobber, growl, and be perfectly fine. 3. This actually makes it more consistent and easier to follow, and makes it so you don't have to keep non-pet gear and skills for some fights where the pets are dying too quickly or killing your team mates because of mechanics.
In PvP, where counterplay is king, an invulnerable pet is a horrible idea. "I'm going to take a mobile turret, send it into your midst, and, when I push this button, it starts pulsing AoE damage and emits a stun every 2 seconds for 8 seconds. And there's nothing you can do about it." is a very good way to get them nerfed into Oblivion. You have to be able to take them off the field and put the sorc on the back foot, or a 1v1 becomes a permanent 1v3, with a potential 1v4 every time they drop the atro and all you can do is either soak up that damage or run away. Sorc's using his Twilight to heal? Kill it and force a resummon. Scamp in your face? Kill it and force a resummon. Bonus points if you interrupt the sorc and drag it out.
I'll be the first to admit a lot of the changes this patch had me scratching my head and feeling like they were turning too many gears too far too quickly. This change here though, I think Finn and his team got right on the money and, as a petsorc main, I feel it absolutely addresses a major pain point without being overpowered. So, #F...UmmThanksFinn.
@ZOS_Finn Now, about that Yokeda Kai fight.... xD
That gives me an idea, jumping on the PTS right now, I''ll be baaaack ...
@ZOS_Finn
Jumped on the PTS and made an exact copy of my live PetSorc. I somehow ended up with slightly less critical but a few more points in spell damage even though they are an exact copy of each other.
I play this character mainly to solo veteran group content so i took her to solo veteran Fungal Grotto I because i have run this dungeon many, many times on live while farming for gear.
My setup is pretty simple:
Heavy attack lightning staff AOE based using the Clannfear to take aggro and to heal myself while i and my AOE's do the damage. I weave in light attacks and skills when my resources allow for it. Empowered Ward is my goto shield.
ON LIVE:
The Clannfear may not taunt enemies anymore but it sure holds a *lot* of aggro, even on the mini bosses and final boss.
Resource management is not a problem and neither is shield uptime. I do have to pay attention to my Pet healthbar, but otherwise this dungeon is simple and routine.
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?) but it does *not* draw any aggro anymore, even the trash mobs ignore it!
So now i have the full onslaught of all trash mobs plus the bosses while trying to keep my reduced 40% shields up, heavy attacking and staying alive.
There are no more resources for any light attacks or skills, i can barely keep up the Liquid Lightning, let alone weave in an staff skills.
All my magicka goes into shields and heals and there is nothing left for offensive attacks.
This pretty much confirms what i suspected from your comments.
I never imagined this character to struggle that hard to get through what i otherwise consider the easiest of the veteran group dungeons.
ON PTS:
The Clannfear still takes damage (so i'm guessing the 0 damage hasn't been added yet?)
While I have far more time on several other toons, I've been primarily playing pet sorc since spring of this year. I find the shield changes appalling on all my mag toons. The knee-jerk pet changes made to cover the shield mis-step are something a bit more than annoying.
Am I the only one who just cannot understand what's going on with our class?
What else can we get before this accursed Murkmire is out?
Will the pets tooltip say this is how they operate? NO
They're separating venue from venue (pvp vs pve vs overland) in how the pets operate and that is just WRONG.
The improvement for the pets is NEEDED, nobody is denying it, but carving up the situations in which a pet works in certain ways is just lazy design.
The improvement for the pets is NEEDED, nobody is denying it, but carving up the situations in which a pet works in certain ways is just lazy design.
Bingo. New players, casual players, are going to be completely baffled. It is obviously a knee jerk change because the impact of the shield nerfs.
It might be a moot point, because using pets, especially two, is close to not viable without the 3rd bar from overload.