You can heal your pet. After a fight my bear needs one cast to be back at full. They probably don't intend pets to regenerate health.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
How about letting us choose if we want our pets to change targets on heavy attack as well? Who even asked for this? It makes pet tanking useless.
Waffennacht wrote: »ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
How about letting us choose if we want our pets to change targets on heavy attack as well? Who even asked for this? It makes pet tanking useless.
Console needs a way to command pets, this was their solution. Mine was that they target the highlighted/tagged opponent.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
I confused was removing pet regen a bug or working as designed?
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
I confused was removing pet regen a bug or working as designed?
They designed it that way on purpose.
But now the sorc lobby (supported by some others on the other side of the aisle like yours truly ) has stepped up and made some salient points so they are going to take another look at this decision.
Now if only the nightblade lobby could get a seat at the table.... SIGH wishful thinking.
ZOS_GinaBruno wrote: »Hey guys, just letting you know we've been reading all your feedback in this thread, and plan to re-evaluate the changes made to pet health regeneration in the future.
I confused was removing pet regen a bug or working as designed?
They designed it that way on purpose.
But now the sorc lobby (supported by some others on the other side of the aisle like yours truly ) has stepped up and made some salient points so they are going to take another look at this decision.
Now if only the nightblade lobby could get a seat at the table.... SIGH wishful thinking.
As closed beta ESO player, I am not even surprised any more by this kind of stealth, nonsensical nerfs.
I am surprised there are players with floods of bile because some evil sorc killed them in PvP who actually support something so obtuse and totally irrelevant to game balance, like out of combat pet regen.
I hope ESO will remove your class heal out of combat so you, too, shall enjoy having to slot some resto staff and then call the game balanced.
Ability changes don't usually go through until a major update. So that's August. It's still possible that something will happen before though, as more minor changes have been pushed before then.Bryong9ub17_ESO wrote: »Just curious, but when ZOS_GinaBruno said "plan to re-evaluate the changes made to pet health regeneration in the future."
How far in "future" are we talking?
Why do I have feeling this was just something said in hopes to push the topic out and have people forget about it.
I'm probably wrong, but I honestly don't foresee a fix for this anytime soon. If ever.
Ok, something different to consider. Suppose they change it so that pets are automatically despawned/unsummoned when you go out of combat. Discuss.
Ok, something different to consider. Suppose they change it so that pets are automatically despawned/unsummoned when you go out of combat. Discuss.
It means you would need to spend more resources (ie Magicka) to maintain your pet, rather than it being cast-once-and-forget like it was before, which is my personal guess for why they removed passive regeneration (pets die more often and therefore you need to spend resources to respawn them and/or heal them), given that resource management was their drive for this update. Consider otherwise that pets have no sustain cost; you're getting a constant benefit while there out without a constant drain. Prior to Update 10, Magelight was a constant effect, but the trade-off was reduced Max Magicka. Since Update 10, Magelight is no longer constant and just lasts 5 seconds.
Ok, something different to consider. Suppose they change it so that pets are automatically despawned/unsummoned when you go out of combat. Discuss.
It means you would need to spend more resources (ie Magicka) to maintain your pet, rather than it being cast-once-and-forget like it was before, which is my personal guess for why they removed passive regeneration (pets die more often and therefore you need to spend resources to respawn them and/or heal them), given that resource management was their drive for this update. Consider otherwise that pets have no sustain cost; you're getting a constant benefit while there out without a constant drain. Prior to Update 10, Magelight was a constant effect, but the trade-off was reduced Max Magicka. Since Update 10, Magelight is no longer constant and just lasts 5 seconds.
(As JasonSilverSpring says, it also has the added benefit of considerably reducing the number of pets floating around in towns.)
It means you would need to spend more resources (ie Magicka) to maintain your pet, rather than it being cast-once-and-forget like it was before, which is my personal guess for why they removed passive regeneration (pets die more often and therefore you need to spend resources to respawn them and/or heal them), given that resource management was their drive for this update. Consider otherwise that pets have no sustain cost; you're getting a constant benefit while there out without a constant drain. Prior to Update 10, Magelight was a constant effect, but the trade-off was reduced Max Magicka. Since Update 10, Magelight is no longer constant and just lasts 5 seconds.
(As JasonSilverSpring says, it also has the added benefit of considerably reducing the number of pets floating around in towns.)