Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
redspecter23 wrote: »Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.
RefLiberty wrote: »redspecter23 wrote: »Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.
It is not a fair to remove the user with that monster set, cos it is more or less meta set and large number of players are using it.
Kicking player with Maw of the Infernal set is a bad move.
This should be reviewed by zos design team.
Don't get me wrong, I just recently started playing the game. I am trying doing my best on tanking in dungeons but sometimes I just can't even see the boss or his heavy attack. Constant flashes, procs of monster sets overlapping the entire view and distracting from the boss, pets that constantly block the view of the boss (especially Daedroth, which may be larger than some bosses).
Not to mention the fact that at some point the eyes just get tired of this. It would be great to see such a feature in the game, even for non-combat pets and people in a group.
redspecter23 wrote: »RefLiberty wrote: »redspecter23 wrote: »Hello,
I would say this is not a great idea. Mobs can be attacking combat pets or even pulled by them. And just seeing a random mob fighting something invisible will just make combat more confusing.
Is the mob aggroed? Or is it just doing an RP emote? If it was pulled, which pet pulled it? Etc.
Perhaps at minimum, the pets can be made smaller or perhaps transparent to others so you only see an outline. When it gets to the point that things like Daedroth are a detriment to visibility, it needs to be addressed in some way. My current way of "addressing" the issue is to ask players to remove the set or vote kick them. It might be better if ZOS does something on their end before daedroth users start finding themselves removed for "no reason" more often.
It is not a fair to remove the user with that monster set, cos it is more or less meta set and large number of players are using it.
Kicking player with Maw of the Infernal set is a bad move.
This should be reviewed by zos design team.
Bad move or not, I still do it. If I'm tanking and they don't remove the set, I remove them or leave. It's on ZOS to create sets that don't destroy the ability of tanks to do their job. Daedroth is borderline broken from a visibility standpoint.
Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
Oreyn_Bearclaw wrote: »Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
That doesnt solve the problem of a trial tank with 8 friendly daedroths on top of them.
I understand why people don't like them in towns (I personally don't care), but end of the day, its an aesthetic annoyance. The only possible functional impairments are with outfits stations. In PVE trial content, it legitimately increases difficulty, especially for the support players, and it certainly can't help performance to have all that on your screen.
I tank a lot of dungeons and trials, combat (and non pets) are a non factor in the difficulty. I have tanking sets that actually summon a temp pet as well, should those tanking sets be removed?
Of all the things to complain about in this game, pets if they are in combat or at crafting stations don't even make the top twenty of the issues I see in ESO. And two of the sorc pets are ranged so how are they issues? The ONLY time I had a pet issue while tanking was when someone dropped a lighting atro right on top of me. And it was done as a joke in trial. Two steps to the left and it solved the los issue.
Anyway if you are tanking, and the pet (like a bear) is on the same side you are on, you or the dps are probably out of position. So there is much bigger issues at play here, if a pet is in your way.
Oreyn_Bearclaw wrote: »Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
That doesnt solve the problem of a trial tank with 8 friendly daedroths on top of them.
I understand why people don't like them in towns (I personally don't care), but end of the day, its an aesthetic annoyance. The only possible functional impairments are with outfits stations. In PVE trial content, it legitimately increases difficulty, especially for the support players, and it certainly can't help performance to have all that on your screen.
You have done trials with eight deadroths???!!!!
I would love to see that! That would be awesome (and hilarious)!
I tank a lot of dungeons and trials, combat (and non pets) are a non factor in the difficulty. I have tanking sets that actually summon a temp pet as well, should those tanking sets be removed?
Of all the things to complain about in this game, pets if they are in combat or at crafting stations don't even make the top twenty of the issues I see in ESO. And two of the sorc pets are ranged so how are they issues? The ONLY time I had a pet issue while tanking was when someone dropped a lighting atro right on top of me. And it was done as a joke in trial. Two steps to the left and it solved the los issue.
Anyway if you are tanking, and the pet (like a bear) is on the same side you are on, you or the dps are probably out of position. So there is much bigger issues at play here, if a pet is in your way.
To be honest, I don't really understand what position you are defending. If you like to adjust your position in dungeon/trial relative to other players pets, then that's ok. You can leave everything as it is and not enable this option. I am not suggesting to hide them for everyone and forever. And as an option for the player personally.
I love the dungeons in this game and can do 10+ per day for sets run, but from all these effects and annoying pets I'm getting tired and annoyed.
Hapexamendios wrote: »All pets should be off automatically in cites especially around crafting, vendor and bank areas.
They could better accomplish what BlueRaven wants by having a special aoe identifier that shows the location of AoE dropped by allies.
And the person talking about "visually interestng" - yo... ESO is like a damn fireworks factory on fire. It's so "visually interesting" that I cant tell wtf is really going on XD
Most combat pets aren't a problem for tanking. But now there is something different from all your years of tanking. Maw of Infernal set is now meta.I am just stating in all my years of tanking, other peoples pets have never been a problem. In fact I enjoy the epic-ness of it. Actually I wish all classes had some sort of continual pet.
Most combat pets aren't a problem for tanking. But now there is something different from all your years of tanking. Maw of Infernal set is now meta.I am just stating in all my years of tanking, other peoples pets have never been a problem. In fact I enjoy the epic-ness of it. Actually I wish all classes had some sort of continual pet.
Daedroth from Maw of Infernal set is a problem for tanks for two reasons.
1. Currently it is highest single target dps monster set for mag DDs. So most mag DDs use it now.
2. It always seem to spawn in direct line of sight of the enemy (spawns where enemy is facing, which is on top of the tank)
This daedroth is not targetable, so enemies can't attack it. And it will chase enemies and attack them if they are not in its melee range. There is nothing for a tank to gain by seeing this big boi. So I agree with OP, there should be an option to hide proc set pets like this one in pve.
Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
Why? To make life worse for your fellow players?
NPCs have deadra pets all over the place, and players can't?
Daemons_Bane wrote: »Daemons_Bane wrote: »The best idea I have yet heard is to remove all pets within town borders.. outside towns, remove them when close to interactable npcs/stations and such, unless in combat
Why? To make life worse for your fellow players?
NPCs have deadra pets all over the place, and players can't?
How does it make life worse for you.? Yes, npcs have pets, but they are placed so that they don't interfere.. If players had the skills/respect to do that, we would not discuss this problem
Been saying since start. Option to hide others stuff should have been an option from the beginning. Trying to see anything in a darker zone with multiple people is just annoying AF and don't get me started about giant crap in my face trying to tank.
Our inability to toggle pets/mount/effects is a huge design flaw