Its true players are exploiting the poor targeting by dancing around their pets. Imagine if a monster set tooltip had 'causes a third of all attacks to miss'... this basically what pets do.
Dagoth_Rac wrote: »If Pet resistance to AoE is reduced, they will die instantly to World Bosses, in VMA, etc. You cannot stop a pet from standing in red the way a player can stop themselves from standing in red. The super-high resistance to AoE is an absolute necessity for combat pets in PvE. I think they should make pets invincible in all PvE content, not just instanced group content. Then ZOS can more easily balance them in PvP. But as long as pets are vulnerable in both PvE and PvP, you cannot really balance it. AoE can tick huge numbers relentlessly in PvE. Many are one shots to players, and can still kill pets really quickly despite the 90% resistance.
I agree that combat pets are a pain point in PvP, but it is a side effect of trying to balance pets for both PvP and PvE. As long as PvE is all about one-shots that do 6-figure damage amounts, the pets need super high resistance. I just do not understand why resistance is 100% in Sunspire and 100% in Vaults of Madness but 90% in Maelstrom and 90% against Ri'Atahrashi and 90% at the Old Karth Ritual Site and so on. Just make it 100% everywhere in PvE.
Pets are a cancer for PvP. They aren't fun to play against in any capacity, damaging them doesn't feel rewarding because they'll quickly get summoned again even if you kill them, they make a lot of abilities miss the intended target, and they make otherwise enjoyable fights frustrating and unpleasant.
Its true players are exploiting the poor targeting by dancing around their pets. Imagine if a monster set tooltip had 'causes a third of all attacks to miss'... this basically what pets do.
BalticBlues wrote: »Therefore, you do not see pets in Cyro PvP anymore.
BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore. Moreover, pets are consuming so much bar space, that pet players cannot install other damage skills needed to develop enough burst damage. Therefore, you do not see pets in Cyro PvP anymore. Nerfing pets even more, you probably could just remove them from the game altogether...
Dagoth_Rac wrote: »But as long as pets are vulnerable in both PvE and PvP, you cannot really balance it.
Dagoth_Rac wrote: »But as long as pets are vulnerable in both PvE and PvP, you cannot really balance it.
This could be said of PvE/PvP in general.
Zos and thier decision to not balance PvE and PvP separately will forever be a black mark on this game.
It was a stupid decision then, and it's a stupid decision now.
BalticBlues wrote: »Therefore, you do not see pets in Cyro PvP anymore.
BalticBlues wrote: »Therefore, you do not see pets in Cyro PvP anymore.
I see them regularly. Not bears, but matriarchs, it's definitely not uncommon.
BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore.
Pet builds which can't kill anyone anymore are only as useful as tanks who can't kill anyone.Dusk_Coven wrote: »They don't have to kill anyone. They just need to keep sending pets into a chokepoint (e.g., a breached gate) and then hide behind terrain.
BalticBlues wrote: »Therefore, you do not see pets in Cyro PvP anymore.
I see them regularly. Not bears, but matriarchs, it's definitely not uncommon.
And engine guardian as well. Not to be overly pedantic, but the title of the thread also makes it clear this issue is most common in battlegrounds not necessarily cyrodil. Cyrodil cheese is usually harmony shaped, not pets
BalticBlues wrote: »BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore.Pet builds which can't kill anyone anymore are only as useful as tanks who can't kill anyone.Dusk_Coven wrote: »They don't have to kill anyone. They just need to keep sending pets into a chokepoint (e.g., a breached gate) and then hide behind terrain.
Just ignore these poor fellows. Or do you also keep attacking tanks you cannot kill...?
BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore. Moreover, pets are consuming so much bar space, that pet players cannot install other damage skills needed to develop enough burst damage. Therefore, you do not see pets in Cyro PvP anymore. Nerfing pets even more, you probably could just remove them from the game altogether...
BalticBlues wrote: »BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore.Pet builds which can't kill anyone anymore are only as useful as tanks who can't kill anyone.Dusk_Coven wrote: »They don't have to kill anyone. They just need to keep sending pets into a chokepoint (e.g., a breached gate) and then hide behind terrain.
Just ignore these poor fellows. Or do you also keep attacking tanks you cannot kill...?
Dusk_Coven wrote: »BalticBlues wrote: »BalticBlues wrote: »Pets already have been nerfed several time and so much that they now are useless damage-wise in PvP: You cannot kill any good players with a pet build anymore.Pet builds which can't kill anyone anymore are only as useful as tanks who can't kill anyone.Dusk_Coven wrote: »They don't have to kill anyone. They just need to keep sending pets into a chokepoint (e.g., a breached gate) and then hide behind terrain.
Just ignore these poor fellows. Or do you also keep attacking tanks you cannot kill...?
Chokepoint.
They are blocking the way, there are too many to ignore because of cumulative damage and possibly stun depending on which pet, and their casters ran far away to where you can't see them/don't know where they are so you can't actually kill them to stop the horde.
Each Sorcerer can basically put out two free expendable soldiers that take just 1 second to respawn. If you've got two or three of them hiding behind the chokepoint you have to go through it becomes significant combined with other things. Except unlike everything else defending the chokepoint, the summoners aren't vulnerable because they are standing at the back while their pets go at it.