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Buff to pets in pve?

  • ZOS_Finn
    ZOS_Finn
    Dungeon, Encounter
    & Monster Lead
    Solariken wrote: »
    @ZOS_Finn forgive me if I'm missing something, but if you are changing pets to take no damage, shouldn't you also make them completely untargetable?

    I mean why would you allow them to be focused by any enemy that can't harm them?

    Yes and no. There are times we need pets to be targetable (usually for internal mechanics, etc) and blanket turning off them being targeted would cause a situation where encounters could break. So, for the time being, we are making them take 0 damage. Rest assured though, we are looking at situations where pets being targeted causes issues for players (like the Mage in AA) and looking to alleviate those problems.

    @dpencil1 I will pass it on.

    Lead Encounter Designer (Dungeons, Monsters, Encounters)
    Staff Post
  • iCaliban
    iCaliban
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    ZOS_Finn wrote: »
    Solariken wrote: »
    @ZOS_Finn forgive me if I'm missing something, but if you are changing pets to take no damage, shouldn't you also make them completely untargetable?

    I mean why would you allow them to be focused by any enemy that can't harm them?

    Yes and no. There are times we need pets to be targetable (usually for internal mechanics, etc) and blanket turning off them being targeted would cause a situation where encounters could break. So, for the time being, we are making them take 0 damage. Rest assured though, we are looking at situations where pets being targeted causes issues for players (like the Mage in AA) and looking to alleviate those problems.

    @dpencil1 I will pass it on.

    I know this is a minor problem, but the recent CP crit nerf hurts pet sorcs (who dont have fantastic dps even with BIS gear and rotation). I know this nerf was to compensate for the buffs to minor prophecy and sorcery, but pet sorcs dont have access to those usually, particularly prophecy due to limited bar space. Most of us dont have room for frags or a way to proc it reliably.

    Is there any chance we could get a tiny pve damage buff to compensate? A lot of the new sets add spell damage which means non pet builds get powercreep every patch while our dps stays the same barring cp change

    Or perhaps a buff to necropotence since the new baseline spell damage set seems to be around 500 spell power?
    Edited by iCaliban on 2 October 2018 19:07
  • LonePirate
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    It’s interesting how they have been several dev replies on the subject of pets within dungeons and trials while scores of other issues receive no attention or response whatsoever. That’s an interesting approach to to prioritization, I suppose.
  • JadonSky
    JadonSky
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    @ZOS_Finn

    Thank you for taking the time to communicate with us, and while as a petsorc since I first started playing I do approve of the change but... it also feels like it clashes with the original design intentions.


    For example:
    Rebate: When one of your summoned creatures is killed or unsummoned, you're restored for X of your Max Magicka.
    Obviously if pets become immortal in group PvE, they'll never be killed and rarely unsummoned by mechanics (like Hist-Sap vision in Ruins of Mattazun) so this passive won't function anymore. Arguably it's always been a kinda bad passive to begin with since it only restores a small amount and outside group PvE pets usually don't die at all if shielded, so maybe it should be redesigned entirely? I can't speak for PvP though, usually there once your lose a pet you never live long enough to resummon it.

    Conjured Ward:Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 3007 damage for 6 seconds.
    The main reason Conjured Ward fits into the Daedric Summoning skill line at all is it protects your summons as well as yourself, but if group content has immortal pets there's need to shield them anymore (So people may drop Conjured entirely for something like Annulment instead).

    Back in the old days one morph (Empowered Ward?) actually gave +pet damage while the shield held; so if immortal pets still take damage to their shields (but cannot lose their health) a return of this damage buff to one Conjured morph would allow the choice between Annulment/Hardened Ward for larger self-shields, or using Empowered Ward for a weaker, enduring shield that increases summon damage while their shield lasts.

    Bound Armor:
    Protect yourself with the power of Oblivion, creating a suit of Deadric mail that increases you block mitgation by 20% for 3 seconds. The armor also increases your Max Magicka by 5%.
    This ability has felt out of place in the Daedric Summoning skill line since the game came out, since it offers next to nothing for an actual pet-using Sorc other than passive Max Mag increase while slotted (where Petsorc already has 3/5 of their bar for +damage Curse, melee pet and ranged pet). It's super meh, even more so after one morph became a Stamina Sorc morph (Sorc summons scale with Max Mag, no stamina variants) and they both gained the effect of brief block-empowerment... which really only something a Tank Sorceror would want to use (DPS/Healer Sorcs will just roll dodge something with that brief a window).

    I honestly just want this ability reworked to something that makes sense in Daedric Summoning, as all the others skills benefit summoners and this one is just kind of... there. It would be great if one skill bar was like, 10 abilities long instead of 5 but with limited space it just feels like a slot-taking passive. I want a reason to slot this while using pets, I don't even know what to suggest... +pet movespeed? Instant teleport to owner button?

    Summon Twilight Tormentor
    Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor’s attacks deals 636 Shock Damage plus an additional 15% damage.
    Once summoned, you can activate the twilight tormentor's special ability, causing it to deal 50% more damage to enemies above 50% Health for 15 seconds.
    The twilight tormentor remains until killed or unsummoned.
    Slightly on a tangent now, but I just want to reiterate how bad this morph actually is because it's needed proper buffs for years and the Murkmire cost-decrease doesn't make it anymore appealing than Live.

    Winged Twilight's only attack every few seconds, and it's special ability gives it a +50% damage buff to those attacks. But it also ONLY buffs when the target is 50%+ HP, and after that the Twilight literally no longer has an active ability anymore. So for Group PvE, the Tormentor morph stops functioning entirely for half of any given boss encounter. The Twilight Matriarch morph however has the same base damage, and it's healing active is usable all the time.

    The Twilight Tormentor morph desperately needs:

    1) Higher Base damage
    OR
    2) To apply a debuff to it's target when the active ability is used
    OR
    3) To have the 50% damage amp active reworked to function at all HP levels, perhaps as a "reverse execute" (100% bonus damage at high HP, 1% bonus damage at low HP)?

    It's been the inferior morph for years, even on pet-damage focused builds just because of how specifically limited it is so it could really use a buff.

    Thanks for taking the time to read my input! :)

    Yeah sadly at this point the entire class needs to be reworked instead of being nurfed more and more. At this point the class is almost useless sadly. Not the best damage for PVE and no defense for pvp. Also with the changes to frags makes it hard to burst damage. I'm just not understanding all these nurfs and they keep making it worse and worse.

    The sorc has lost everything that made it fun to play at this point.
  • Darkonflare15
    Darkonflare15
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    @ZOS_Finn

    Thank you for taking the time to communicate with us, and while as a petsorc since I first started playing I do approve of the change but... it also feels like it clashes with the original design intentions.


    For example:
    Rebate: When one of your summoned creatures is killed or unsummoned, you're restored for X of your Max Magicka.
    Obviously if pets become immortal in group PvE, they'll never be killed and rarely unsummoned by mechanics (like Hist-Sap vision in Ruins of Mattazun) so this passive won't function anymore. Arguably it's always been a kinda bad passive to begin with since it only restores a small amount and outside group PvE pets usually don't die at all if shielded, so maybe it should be redesigned entirely? I can't speak for PvP though, usually there once your lose a pet you never live long enough to resummon it.

    Conjured Ward:Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 3007 damage for 6 seconds.
    The main reason Conjured Ward fits into the Daedric Summoning skill line at all is it protects your summons as well as yourself, but if group content has immortal pets there's need to shield them anymore (So people may drop Conjured entirely for something like Annulment instead).

    Back in the old days one morph (Empowered Ward?) actually gave +pet damage while the shield held; so if immortal pets still take damage to their shields (but cannot lose their health) a return of this damage buff to one Conjured morph would allow the choice between Annulment/Hardened Ward for larger self-shields, or using Empowered Ward for a weaker, enduring shield that increases summon damage while their shield lasts.

    Bound Armor:
    Protect yourself with the power of Oblivion, creating a suit of Deadric mail that increases you block mitgation by 20% for 3 seconds. The armor also increases your Max Magicka by 5%.
    This ability has felt out of place in the Daedric Summoning skill line since the game came out, since it offers next to nothing for an actual pet-using Sorc other than passive Max Mag increase while slotted (where Petsorc already has 3/5 of their bar for +damage Curse, melee pet and ranged pet). It's super meh, even more so after one morph became a Stamina Sorc morph (Sorc summons scale with Max Mag, no stamina variants) and they both gained the effect of brief block-empowerment... which really only something a Tank Sorceror would want to use (DPS/Healer Sorcs will just roll dodge something with that brief a window).

    I honestly just want this ability reworked to something that makes sense in Daedric Summoning, as all the others skills benefit summoners and this one is just kind of... there. It would be great if one skill bar was like, 10 abilities long instead of 5 but with limited space it just feels like a slot-taking passive. I want a reason to slot this while using pets, I don't even know what to suggest... +pet movespeed? Instant teleport to owner button?

    Summon Twilight Tormentor
    Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor’s attacks deals 636 Shock Damage plus an additional 15% damage.
    Once summoned, you can activate the twilight tormentor's special ability, causing it to deal 50% more damage to enemies above 50% Health for 15 seconds.
    The twilight tormentor remains until killed or unsummoned.
    Slightly on a tangent now, but I just want to reiterate how bad this morph actually is because it's needed proper buffs for years and the Murkmire cost-decrease doesn't make it anymore appealing than Live.

    Winged Twilight's only attack every few seconds, and it's special ability gives it a +50% damage buff to those attacks. But it also ONLY buffs when the target is 50%+ HP, and after that the Twilight literally no longer has an active ability anymore. So for Group PvE, the Tormentor morph stops functioning entirely for half of any given boss encounter. The Twilight Matriarch morph however has the same base damage, and it's healing active is usable all the time.

    The Twilight Tormentor morph desperately needs:

    1) Higher Base damage
    OR
    2) To apply a debuff to it's target when the active ability is used
    OR
    3) To have the 50% damage amp active reworked to function at all HP levels, perhaps as a "reverse execute" (100% bonus damage at high HP, 1% bonus damage at low HP)?

    It's been the inferior morph for years, even on pet-damage focused builds just because of how specifically limited it is so it could really use a buff.

    Thanks for taking the time to read my input! :)
    Agree with everything except Bound Armour. The theme is Daedric summoning. Not pets. In elder scrolls you can summon more than pets from the daedric plane. You can summon armor and weapons. The skill summons armor so the theme still fits.
  • DoobZ69
    DoobZ69
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    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.
  • ccfeeling
    ccfeeling
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    Finn you are so cool :D
  • Wuuffyy
    Wuuffyy
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    ZOS_Finn wrote: »
    RE: vAA and the Mage. We actually changed the Mage's Chain Lightning in Update 19 to no longer target pets. It was an oversight that we did not include a note :(

    One thing to keep in mind also, pets can not use Taunts in the content in which they are immune so, the dream of having pets tank for you is not possible.

    As always, please feel free to send in bug reports for situations (like vAA) where a pet is affected by an ability that would adversely affect the group with little counter-play and we will evaluate those reports.

    Thanks!

    CAN YOU PLEEEEEEEASE MAKE SURE THIS WORKS W/ WEREWOLF PETS‽
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • BrightOblivion
    BrightOblivion
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    DoobZ69 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. Are you in a 4 man dungeon/trial/group arena, or aren't you? 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. 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
  • Dagoth_Rac
    Dagoth_Rac
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    Now that combat pets have been made more viable in group PvE by not dying all the time, I think the next step is to make them scale the same as everything else - off a combination of max magicka and spell damage. Having combat pets scale exclusively off max magicka really paints them into a corner in terms of sets and builds they can use.

    Jewelry Crafting? Useless because they have to stick to Arcane for max magicka.

    Julianos? All that spell damage is wasted on a decent chuck of your damage output.

    Burning Spellweave? Spell damage buff.

    Olorime? Spell Damage buff.

    Siroria? Spell Damage buff.

    Netch's Touch? Combat pets do shock damage, but Netch's Touch does not buff shock damage; it buffs the *spell damage* of shock attacks and combat pet attacks do not gain any benefit from spell damage.

    Scathing Mage? Spell Damage buff.

    Upcoming "Spell Strategist" set? Spell Damage buff.

    I could go on and on. Spell/weapon damage going up little by little every Update seems to be part of the design to make new sets worthwhile and new content rewarding. But combat pets gain nothing from spell damage buffs and so it feels like they are not only lacking DPS at endgame, but fall further and further behind with every Update.
  • ZOS_Finn
    ZOS_Finn
    Dungeon, Encounter
    & Monster Lead
    CAN YOU PLEEEEEEEASE MAKE SURE THIS WORKS W/ WEREWOLF PETS‽

    We can take a look at this. Werewolf pets should not be different than other pets so, if they are targeted by Chain Lightning since Update 19, that is a bug we will take a look at.

    @Dagoth_Rac You bring up some good points, I'll pass it along to the combat team.
    Lead Encounter Designer (Dungeons, Monsters, Encounters)
    Staff Post
  • Olupajmibanan
    Olupajmibanan
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    Zer0oo wrote: »
    @ZOS_Finn
    VAA
    • Does chain lightning fix include that they no longer conduct the chain lightning? They were not targeted by the chain-lightning directly but they connect the chain lightning from one teammate to another. (Do not think i tested it last update)

    A very good question. Because if that is the case, the change to pets not being targetable by chain lightning is rather pointless.

    @ZOS_Finn
    https://forums.elderscrollsonline.com/en/discussion/438763/combat-pet-changes-from-update-19
    - the post talks only about pets not being targetable by Chain Lightning. It does not say anything about pets being no longer part of the conduct.
    Edited by Olupajmibanan on 3 October 2018 15:03
  • Trinity_Is_My_Name
    Trinity_Is_My_Name
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    Cronopoly wrote: »
    It's a Trap... :D

    It's a not so subtle message saying Play as a PET SORC and SHUT THE HELL UP. :| Yes it's knee jerk to the Shield Nerfs, and is simpler to code Immune to damage lol.

    My fear as this will be the foundation justification for all Sorc nerfs in the future. I'm wondering if anyone asked for this, or does it make sense??... I can hear the cries now. SORCS are Soloing content no one could solo prior by some mechanism of invincible pets... then Nerfbat.

    P.S.
    So the "Rebate" Summoning passive doesn't apply in dungeons as pets will never die... Needs another adjustment or just do without it. Meh.

    My thoughts are now we will see even more Pet Sorc builds running around with two active Pets at all times. Destroy shields and give em immortal Pets. Now that's balance! /s
  • ZOS_Finn
    ZOS_Finn
    Dungeon, Encounter
    & Monster Lead
    Zer0oo wrote: »
    @ZOS_Finn
    VAA
    • Does chain lightning fix include that they no longer conduct the chain lightning? They were not targeted by the chain-lightning directly but they connect the chain lightning from one teammate to another. (Do not think i tested it last update)

    A very good question. Because if that is the case, the change to pets not being targetable by chain lightning is rather pointless.

    @ZOS_Finn
    https://forums.elderscrollsonline.com/en/discussion/438763/combat-pet-changes-from-update-19
    - the post talks only about pets not being targetable by Chain Lightning. It does not say anything about pets being no longer part of the conduct.

    Sorry for the confusion here. By not being targetable, that means they shouldn't be chosen as a target for the leaps in electricity either. It's all targeting internally but I can understand how that may not have come across.
    Lead Encounter Designer (Dungeons, Monsters, Encounters)
    Staff Post
  • code65536
    code65536
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    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?
    Edited by code65536 on 3 October 2018 15:32
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  • ruikkarikun
    ruikkarikun
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    ZOS_Finn wrote: »

    @Universe That is not really the goal to the change. The change was done to make pets less of a burden to use in group content. At the same time, making them take 0 damage AND be able to taunt would be a problem so, we made sure that wasn't an option. If you can solo group content before, this change would not hinder that.
    With nerfed shields and without a few seconds taun from scamp it will be hard to do what we do in solo. But you don't care, just want to make sorcerer trash. Congratulations, you made it.
    We used pets for solo because they help taunt a little, and now what is the point of them? Nerfed weak trash shields, worst selfheal. Why do you not buff sorc heal compared with magicka nightblade?
    Edited by ruikkarikun on 3 October 2018 15:40
  • Aedaryl
    Aedaryl
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    ZOS_Finn wrote: »
    CAN YOU PLEEEEEEEASE MAKE SURE THIS WORKS W/ WEREWOLF PETS‽

    We can take a look at this. Werewolf pets should not be different than other pets so, if they are targeted by Chain Lightning since Update 19, that is a bug we will take a look at.

    @Dagoth_Rac You bring up some good points, I'll pass it along to the combat team.

    I strongly disagree with making pets scaling on spell damage and max magicka.

    Actually you can build for max magicka and put the rest into sustain for PvP. (Necropotence + sustain set).

    If you make pets scale on boths, it will sereverly nerf Max magicka build with low spell damage.

    Pets aren't just a PvE thing. A pets already do good damage enough.

    Also, balancing pets if they both scales with spell damage and max magicka will be very hard : Max magicka doesn't get increased by new set when patch comes, while spell damage is greatly increase the more the game become old. It's easier to increase flat damage than to nerf things when spell damage got mad on certain builds.


    PvP pet sorc cannot both have great magicka + great spell damage while being able to sustain like in PvE. Don't nerf PvP pet sorcs.
  • qbit
    qbit
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    ZeroXFF wrote: »
    @ZOS_Finn
    What about mechanics that remove skills thereby causing the pets to despawn? vRoM last boss comes to mind. It's literally impossible to play with a pet there.

    What?! Jesus... I'm just a potato with only half a brain, so I had no idea such mechanics existed in any of the content. Sound like something to look forward to. Good question too.
  • kylewwefan
    kylewwefan
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    Just came here to read the green text. Interesting read about changes that were made and are going to be made. Thanks for the clarification and continued interest on this thread Finn.

    Now I’m curious what other changes have been made and diddnt make it into patch notes.
  • katorga
    katorga
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    I strongly disagree with making pets scaling on spell damage and max magicka.

    Continuing the scale off max magicka will severely gimp sorcs going forward. The class will need the options to shift resource allocation to adapt to all of the recent nerfs, and if pets are still tied to max mag, they will be hamstrung.

    With shield nerfs you have to look at a balance of max mag and max health at a minimum. The class will need the option to go stack spell damage and less mag like stam characters do, and pets need to stay functional with that model. It also opens up hybrid pet builds.



  • YoshinJaa
    YoshinJaa
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    @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.
  • WillParkinson
    WillParkinson
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    I've yet to see a reason to continue playing the game. After two years, nothing has gotten much better. In fact, with the nerf hammer you guys are swinging, a lot of the 'fun' is getting sucked from the game.

    Yes, I know that it's probably just me, and yes, I'm aware I'm probably sounding like I'm whining, but the things that made ESO special just aren't there anymore.

    Wardens, which started out to be a great thing, are getting nerfed again, when they're already one of the most underused classes. The cryo-mage warden never really panned out, seeing as how ZoS is insistent that ice was only meant for tanking (which is foolish and shortsighted in my opinion).

    I enjoy this game, and I'd like to continue playing it, but you need to keep some of the fun, otherwise it's just as bad as those other games who thought 'hey, this is a great idea', and it wasn't.
  • karpok
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    Well so far I have mixed feeling about this change. My main is a sorc pet and I agree something needed to be done to make them viable in any PvE content.

    But making Pets completely invulnerable ? Am I the only one expecting a quick cry for overpowered and a sudden nerf-back in a soon-forthcoming patch ? Unfortunately it wouldn't be the first time.
    We already had the pets damage buffed a couple of patch ago, making them the must-have for sorc, before being nerfed in a following patch making them banned by some raid lead.
    More recently we had run cage that experienced similar buff to nerf cycle.

    I hope this is just not an immediate reaction to the "shield drama" and that we could expect a stable and balanced adjustment. But so far there is still side-effects that haven't been dealt with like the rebate passive.
    Murkmire is drawing close and I would personally prefer a status-quo until a completely reworked solution, rather than a quick and dirty path delivered with Murkmire but already dead with the next patch.
    --
    Soumar, Aldmeri Sorcer
  • SirAndy
    SirAndy
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    ZOS_Finn wrote: »
    Yes and no. There are times we need pets to be targetable (usually for internal mechanics, etc) and blanket turning off them being targeted would cause a situation where encounters could break. So, for the time being, we are making them take 0 damage. Rest assured though, we are looking at situations where pets being targeted causes issues for players (like the Mage in AA) and looking to alleviate those problems.
    @ZOS_Finn
    So, if the pets don't take any damage, they don't tank and they are no longer targetable (is that a word?) then what exactly are they still good for?

    Sounds like ZOS should just get rid of them altogether instead of trying to turn them into non-combat pets that use up two bar slots ...
    confused24.gif
  • ccmedaddy
    ccmedaddy
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    They're never going to make sorc pets immortal in PvP and they never should. Stop asking for ridiculous stuff.

    Also, making them untargetable like NB Shades would deprive pet sorcs of ability to LoS using pets so it would leave them way more vulnerable to enemy attacks than they are on live.
  • BrightOblivion
    BrightOblivion
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    SirAndy wrote: »
    ZOS_Finn wrote: »
    Yes and no. There are times we need pets to be targetable (usually for internal mechanics, etc) and blanket turning off them being targeted would cause a situation where encounters could break. So, for the time being, we are making them take 0 damage. Rest assured though, we are looking at situations where pets being targeted causes issues for players (like the Mage in AA) and looking to alleviate those problems.
    @ZOS_Finn
    So, if the pets don't take any damage, they don't tank and they are no longer targetable (is that a word?) then what exactly are they still good for?

    Sounds like ZOS should just get rid of them altogether instead of trying to turn them into non-combat pets that use up two bar slots ...
    confused24.gif

    They still heal and/or do a decent amount of damage. As a petsorc, my familiar is typically in my top 3 or 4 damage sources. They haven't been able to actively tank for months, so that change is nothing new. Them not being killable and not spreading mechanics makes them more reliable and doesn't force petsorcs to keep non-pet gear and skills on hand for when they can and can't be used on different bosses in the same trial. Petwise, it's all an improvement over live (depending on how well the user survives).

    As for getting rid of them, gods no. Please for the love of all that's true and right, don't remove the last bastion of identity I've found as a magsorc.
  • Vahrokh
    Vahrokh
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    1) I have done hard mode AA and can confirm that "scamp" pet does not cause lightning discharges any more.

    2) I am against making pets scale off spell damage, because the next day they'll nerf Necropotence to the ground (to keep the sum of 2nd / 3rd set damage at bay). It's the only "known evergreen good" magsorc set. Once nerfed to the ground, there SHALL NEVER be an improvement to it again, in case ZOS changes baseline mechanics again (happens pretty often).
    However, now we'll have to have low health to keep that fat 60k magicka BUT shields won't scale with magicka any more. So, pet sorcs will either have to deal BAD damage (yes, even lower than now) OR have mediocre shields.

    3) @ZOS_Finn Thank you for your appreciated posts! I wish the other developers were as effective and ready to discuss!
    Edited by Vahrokh on 3 October 2018 17:01
  • ccmedaddy
    ccmedaddy
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    ^ That reminds me, they need to buff Necropotence back to its former glory. Now that there are sets like Sirorira, Spell Strategist that just offer so much more offensive stats, there's no reason a conditional set like Necro should only give you 3k mag as its 5th bonus.
  • SirAndy
    SirAndy
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    Petwise, it's all an improvement over live (depending on how well the user survives).

    I disagree, but then again, i'm probably the one PetSorc left on live who uses the Clannfear ...
    dry.gif
  • BretonMage
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    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...
    Edited by BretonMage on 3 October 2018 17:27
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