ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
If that's the case why is there no out of combat regen? That doesn't make any sense.
And how about giving them a health bar by default instead of having it buried under an optional setting that defaults to "off" that doesn't even mention pets and instead just says the generic "friendly NPC"?
Don't you think that a change that forces pets to be actively healed, even out of combat, should provide a default indication that they need it?
I see thousands of pets in the game in cities with just a sliver of a health bar only because I know what setting to use to be able to see it. All those players are running around oblivious to the fact that their pets will die almost immediately as soon as they go into their next fight for no reason that they can figure out.
If you want us to micro-manage pets, give us the tools to do it by default.
It's presumably so the pets will actually die and you'll have to resummon them, rather than just keeping the same summon up indefinitely.GrumpyDuckling wrote: »Gina, please ask for and share the developer comments on these changes. I cannot figure out why they were made, and would like to try to understand the absurdity of these decisions.ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
Thanks for clarifying that the behaviors were intentionally removed.
Why is the tanking summon not allowed to tank? Were there mechanics designed without them in mind that otherwise break?
Why are summons immune to out-of-combat health regen? Player characters get after-combat regen.
What player behaviors are these changes meant to curtail? Were summons deemed to have too permanent of a combat presence?
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
Thanks for clarifying that the behaviors were intentionally removed.
Why is the tanking summon not allowed to tank? Were there mechanics designed without them in mind that otherwise break?
Why are summons immune to out-of-combat health regen? Player characters get after-combat regen.
What player behaviors are these changes meant to curtail? Were summons deemed to have too permanent of a combat presence?
You missed the "in trials" part.
He still taunts. Just not in trials.
another oddity i've noticed:
bear's health at 98-99 pct, so i throw a heal at it, because i'm ocd sometimes.
bear's health immediately drops to 90 pct, so i heal him again - bear's health goes to 100 pct.
this is a consistent thing, but i haven't tested it at lower health levels.
AcadianPaladin wrote: »it simply makes their play noticeably more tedious and less fun.
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
If you want us to micro-manage pets, give us the tools to do it by default.
BlackSparrow wrote: »ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
If you want us to micro-manage pets, give us the tools to do it by default.
^This
I'll agree with the general grumbling about the lack of out-of-combat regen. If we have to adjust, we'll adjust, but that change, in particular, is baffling.
The point I want to highlight is that this will require us to start micro-managing our pets, in a game where the pet tools are severely limited. You can't even have one pet attack first, as would make sense (e.g., to sick the Clannfear or Scamp on the enemy, and keep the Twilight back to help heal the now-non-regenerating Clannfear/Scamp, instead of having the Twilight catch aggro first with its ranged attack and then die). There's no indicator of when your pet is low on health and needs a heal, so you either have to turn on all pet bars or just guess.
I'm guessing this sort of thing is part of the resource management nerf, so a sorc or warden has to spend resources to maintain their pets in a tough fight? That's fine, I get that. But no out-of-combat healing means lots of pointless micromanaging, because we'll basically have to heal them after every single fight.
We'll adjust. We always adjust. But this change is pretty obnoxious.
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
ZOS_GinaBruno wrote: »[*] Clannfear pets no longer taunt enemies in Trials. [/list]
ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.
Bryong9ub17_ESO wrote: »The health regain nerf is the most ridicules thing i have ever seen... And anyone who says otherwise clearly has NO idea what they are talking about.
It's presumably so the pets will actually die and you'll have to resummon them, rather than just keeping the same summon up indefinitely.GrumpyDuckling wrote: »Gina, please ask for and share the developer comments on these changes. I cannot figure out why they were made, and would like to try to understand the absurdity of these decisions.ZOS_GinaBruno wrote: »Hey guys, apologies for the delay. We got some answers tracked down for you and this is, actually, intended behavior. There were some changes for pets that went in back on the PTS, and unfortunately the patch notes for the changes were missed. Here are the things we changed and what is currently live:
- Removed passive healing from summoned pets.
- Increased a pet's damage reduction to radius attacks to 85% from 75%. This bonus applies to all attacks in Trials.
- Clannfear pets no longer taunt enemies in Trials.