faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
I find the Daedroth from Maw of the Inferno just as (or even more) annoying. Huge Oblivion-slime-wrought-lizard-thing doesn’t realize his master is halfway across the Battleground map and keeps breathing fire on me as I try to rebuff and heal back. Can’t stun it, knock it back, bash it, kill it, or purge it. Just have to wait for it to go away and stop taking up a chunk of my screen.
IMO, if it does damage, it should be targetable: ie. able to be killed, stunned, knocked back, bashed, etc. DoTs like Soul Trap don’t crowd my screen. Daedroths and Twilights do. If it provides utility, sustain, healing, buffs, etc. for the user, it should not be targetable. If my execute isn’t hitting the netch, why is it hitting the Engine Guardian.
faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
I find the Daedroth from Maw of the Inferno just as (or even more) annoying. Huge Oblivion-slime-wrought-lizard-thing doesn’t realize his master is halfway across the Battleground map and keeps breathing fire on me as I try to rebuff and heal back. Can’t stun it, knock it back, bash it, kill it, or purge it. Just have to wait for it to go away and stop taking up a chunk of my screen.
IMO, if it does damage, it should be targetable: ie. able to be killed, stunned, knocked back, bashed, etc. DoTs like Soul Trap don’t crowd my screen. Daedroths and Twilights do. If it provides utility, sustain, healing, buffs, etc. for the user, it should not be targetable. If my execute isn’t hitting the netch, why is it hitting the Engine Guardian.
faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
I find the Daedroth from Maw of the Inferno just as (or even more) annoying. Huge Oblivion-slime-wrought-lizard-thing doesn’t realize his master is halfway across the Battleground map and keeps breathing fire on me as I try to rebuff and heal back. Can’t stun it, knock it back, bash it, kill it, or purge it. Just have to wait for it to go away and stop taking up a chunk of my screen.
IMO, if it does damage, it should be targetable: ie. able to be killed, stunned, knocked back, bashed, etc. DoTs like Soul Trap don’t crowd my screen. Daedroths and Twilights do. If it provides utility, sustain, healing, buffs, etc. for the user, it should not be targetable. If my execute isn’t hitting the netch, why is it hitting the Engine Guardian.
And that is what's going to happen if they are untargetable like people are complaining about now. Bad idea.
RiskyChalice863 wrote: »faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
I find the Daedroth from Maw of the Inferno just as (or even more) annoying. Huge Oblivion-slime-wrought-lizard-thing doesn’t realize his master is halfway across the Battleground map and keeps breathing fire on me as I try to rebuff and heal back. Can’t stun it, knock it back, bash it, kill it, or purge it. Just have to wait for it to go away and stop taking up a chunk of my screen.
IMO, if it does damage, it should be targetable: ie. able to be killed, stunned, knocked back, bashed, etc. DoTs like Soul Trap don’t crowd my screen. Daedroths and Twilights do. If it provides utility, sustain, healing, buffs, etc. for the user, it should not be targetable. If my execute isn’t hitting the netch, why is it hitting the Engine Guardian.
And that is what's going to happen if they are untargetable like people are complaining about now. Bad idea.
Untargetable pets are just so clearly less objectionable than targetable ones. Targetable ones effectively confer the player who has them with massive damage resistance that is not an intended element of the ability (or at least not taken into account in the power budget of the ability). Meanwhile, untargetable pets truly are basically just DoTs that are dodgeable by unpurgeable. Their damage really isn’t oppressive in the slightest.
Moreover, I’ll note that being able to target them is absolutely not the same as being able to kill them. They have so much damage reduction that you can’t really kill them anyways—at least not without investing so much into doing so that it’s just 100% not worth the temporary decrease in damage you might take from them.
RiskyChalice863 wrote: »faeeichenlaub wrote: »I hate when a pet gets the brunt of targeted damage, but thee opposite I find aggregating with werewolf running their packs of wolves, I know it's not a pet per se , but they constantly find you, attack you at great range from the player and you can't kill em or CC slow them. if you can't target them they should be like gloom wolves or something. Ughh I think all animal animations should be targetable.
I find the Daedroth from Maw of the Inferno just as (or even more) annoying. Huge Oblivion-slime-wrought-lizard-thing doesn’t realize his master is halfway across the Battleground map and keeps breathing fire on me as I try to rebuff and heal back. Can’t stun it, knock it back, bash it, kill it, or purge it. Just have to wait for it to go away and stop taking up a chunk of my screen.
IMO, if it does damage, it should be targetable: ie. able to be killed, stunned, knocked back, bashed, etc. DoTs like Soul Trap don’t crowd my screen. Daedroths and Twilights do. If it provides utility, sustain, healing, buffs, etc. for the user, it should not be targetable. If my execute isn’t hitting the netch, why is it hitting the Engine Guardian.
And that is what's going to happen if they are untargetable like people are complaining about now. Bad idea.
Untargetable pets are just so clearly less objectionable than targetable ones. Targetable ones effectively confer the player who has them with massive damage resistance that is not an intended element of the ability (or at least not taken into account in the power budget of the ability). Meanwhile, untargetable pets truly are basically just DoTs that are dodgeable by unpurgeable. Their damage really isn’t oppressive in the slightest.
Moreover, I’ll note that being able to target them is absolutely not the same as being able to kill them. They have so much damage reduction that you can’t really kill them anyways—at least not without investing so much into doing so that it’s just 100% not worth the temporary decrease in damage you might take from them.
Imagine sorcerer pets being untargetable. The main advantage of sorc pets is the abilities they bring, matriarch heals without being able to kill it would be insane.
Their downside is if they're killed the sorc loses one of their main abilities on TWO bars until they resummon. Btw resummoning is a 2 second channel as well. They are designed with this weakness in mind. Fighting someone who exploits that hurts.
Btw when's the last time pet sorcs were relevant?
On the other hand, there are pets I absolutely despise. Those being blastbones and engine guardian. They aren't around long enough and have no reason for being targeted.
In my opinion it depends on what summoned pet/targetable NPC it is.
* Engine Guardian: The biggest problem with this set isn´t that it´s targetable, but the fact that it doesn´t despawn after you´ve interrupted it. Bashing or interrupting the sphere should cause it to despawn and not continue to follow the user and give it resources.
* Chokethorn: Same issue as with Engine Guardian. Bashing or interrupting the plant should cause it to despawn. Also needs to stop healing through walls and solid objects. Line of sighting the healing beam should break it.
* Sorcerer pets: The problem here is that the pets have an absurd amount of damage reduction to certain abilites (Damage over time effects). This was implemented to prevent them from dying too often in PvE. This damage reduction needs to go for PvP. I don´t Believe making their pets un-targetable is a good idea without making the pets temporary. Also, having the HP of the pet reset whenever the sorc teleports away could use a rework.
Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.
Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.
RiskyChalice863 wrote: »Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.
Wouldn’t it be essentially the same as Arctic Blast on a health Warden though? That’s obviously quite strong at the moment, but having a similar heal on an unkillable Clannfear wouldn’t be unprecedentedly strong.
@RiskyChalice863
Idk what's different but my experience is the opposite. I play a lot of bgs myself. My pets constantly get murdered and I find myself without their much needed ability or resummoning a lot because they love to chase some guy in the other side of the map.
I think they do have aoe reduction built in, to prevent them being casually murdered while not targeting them. You don't have any good single target damage? Someone with evasion would counter that easily.
Maybe you play on a different console or server but petsorc is dead metawise. At most they're annoying without getting anything done. I say this as someone who tried to make petsorc work, but it wasn't going to happen.
I know your pain and playing a heavy attack channel build is the worst targeting in the whole game. There is no chance to target anyone if there is a pet next to your target. Absolutely no chance, even if you use tab target on the player.
I constantly say that my targeting with heavy lighting attack is like I my character is drunk.
Waffennacht wrote: »RiskyChalice863 wrote: »Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.Waffennacht wrote: »If sorc pets were untargetable and still had the abilities they have now; then some builds would down right be impossible to kill.
Clannfear on a health sorc is a potential 10k heal, if you couldn't kill it, how would you take oit the build?
They would just need to adjust somethings along with the targeting.
Wouldn’t it be essentially the same as Arctic Blast on a health Warden though? That’s obviously quite strong at the moment, but having a similar heal on an unkillable Clannfear wouldn’t be unprecedentedly strong.
I thought clannfear had a better curve than Artic on the upfront heal, maybe not
Though im thinking about the passives linked to having a pet out as well (such as the 8% max health)
I was particularly looking at it as a sorc with my pet out, and I feel that my only true weakness is when they kill my healing pet. In this particular situation, I feel like making the pet unkillable without changing something would just buff the hell outta the build.