@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?
@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.
Transairion wrote: »@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.Transairion wrote: »@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!
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!
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.
Wolf_Watching wrote: »CAN YOU PLEEEEEEEASE MAKE SURE THIS WORKS W/ WEREWOLF PETS‽
@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)
It's a Trap...
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.
Olupajmibanan 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.
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.
@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.
Wolf_Watching 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.
@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.
I strongly disagree with making pets scaling on spell damage and max magicka.
@ZOS_FinnYes 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_FinnYes 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.
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 ...
BrightOblivion wrote: »Petwise, it's all an improvement over live (depending on how well the user survives).