WrathOfInnos wrote: »The question is whether it should be changed. On one hand Sorc and Warden are relatively weak compared to other classes currently, so it is a good time to buff them. However it would make pet builds mote dominant on both these classes, and as a result Sorc or Warden with no pets would remain terrible. Maybe allow single bar pets, but nerf their damage slightly to prevent it being mandatory. Then skills like Bound Aegis and Endless Fury could get a buff to help non-pet builds.
Parrot1986 wrote: »The change to do this would require some changes to the skills in line with other classes which summon pets/adds which remove the ability to have them as permanent spawned and require ongoing activation to keep them active.
This is the compromise warden bear and sorc pets have so changing the double slot you would need to change how you engage with them as well.
I would probably go back to playing sorc if pets were single bar. I truly hate how necro pets work, since they are just a glorified dot/hot.
If they were single bar, I don't think it would be the end of the world as others put it. They're incredibly weak passively and do, at best, 1 normal dot skill worth of damage if you have both pets out. Using better dots instead of pets would still be better if you're going for max damage.
Probably my least favorite thing about being a Warden is that I can't use one of my Warden ultimates without sacrificing my back bar ultimate. It stresses me out heavily and this also applies to the Sorcerer summons too... I just don't understand the reasoning behind this at all. Should we get a change on this in some way?
MEBengalsFan2001 wrote: »Probably my least favorite thing about being a Warden is that I can't use one of my Warden ultimates without sacrificing my back bar ultimate. It stresses me out heavily and this also applies to the Sorcerer summons too... I just don't understand the reasoning behind this at all. Should we get a change on this in some way?
I believe summoned pets should be treated like buffs if you swap bar when the pet is not on the bar. If you swap back to the bar where the pet is on, it resets the counter.
For instance, primary bar you have twilight. You go to the secondary bar, twilight now has a 25 second counter. If you stay on the secondary bar for 26 seconds your pet is unsummoned.
I would probably make the counter 12-16 seconds range. A lower timer forces players to keep to the bar that has the pet.
TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
TheEndBringer wrote: »TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
I think you're missing the point. It has nothing to do with smacking a dummy. If you do higher fps without them then what's the issue? Unless you just want more more more without any give.
Look at unstable clan fear.
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Your little dino is doing direct damage, cone damage, and a big heal. You get all this nearly permanent. There's no running cost to having it active.
All the other pets and morphs offer similar big benefits and the only drawback is that you have to double bar it. If you could just single bar it you could run every pet available on your back bar. It would be ridiculous. I understand that players always want to expand the react of their characters but you have to look at the effect it would have in other areas of the game.
TheEndBringer wrote: »TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
I think you're missing the point. It has nothing to do with smacking a dummy. If you do higher fps without them then what's the issue? Unless you just want more more more without any give.
Look at unstable clan fear.
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Your little dino is doing direct damage, cone damage, and a big heal. You get all this nearly permanent. There's no running cost to having it active.
All the other pets and morphs offer similar big benefits and the only drawback is that you have to double bar it. If you could just single bar it you could run every pet available on your back bar. It would be ridiculous. I understand that players always want to expand the react of their characters but you have to look at the effect it would have in other areas of the game.
Can we stop acting like pet passive damage is amazing? They're seriously weak and the main reason to run them is their actives.
Probably my least favorite thing about being a Warden is that I can't use one of my Warden ultimates without sacrificing my back bar ultimate. It stresses me out heavily and this also applies to the Sorcerer summons too... I just don't understand the reasoning behind this at all. Should we get a change on this in some way?
TheEndBringer wrote: »TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
I think you're missing the point. It has nothing to do with smacking a dummy. If you do higher fps without them then what's the issue? Unless you just want more more more without any give.
Look at unstable clan fear.
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Your little dino is doing direct damage, cone damage, and a big heal. You get all this nearly permanent. There's no running cost to having it active.
All the other pets and morphs offer similar big benefits and the only drawback is that you have to double bar it. If you could just single bar it you could run every pet available on your back bar. It would be ridiculous. I understand that players always want to expand the react of their characters but you have to look at the effect it would have in other areas of the game.
Can we stop acting like pet passive damage is amazing? They're seriously weak and the main reason to run them is their actives.
BXR_Lonestar wrote: »The only way they can make "double-barring pets" not a thing is if those pets have a duration.
But the fact remains that there is a clear requirement to activate the summons for the special attack that cannot be changed. The Warden is the prime example that this requirement since it would become a free ultimate otherwise.
TheEndBringer wrote: »If you could just single bar it you could run every pet available on your back bar. It would be ridiculous.
TheEndBringer wrote: »TheEndBringer wrote: »TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
I think you're missing the point. It has nothing to do with smacking a dummy. If you do higher fps without them then what's the issue? Unless you just want more more more without any give.
Look at unstable clan fear.
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Your little dino is doing direct damage, cone damage, and a big heal. You get all this nearly permanent. There's no running cost to having it active.
All the other pets and morphs offer similar big benefits and the only drawback is that you have to double bar it. If you could just single bar it you could run every pet available on your back bar. It would be ridiculous. I understand that players always want to expand the react of their characters but you have to look at the effect it would have in other areas of the game.
Can we stop acting like pet passive damage is amazing? They're seriously weak and the main reason to run them is their actives.
It doesn't have to be amazing. It doesn't have to add 10k to your DPS. That's not what they're meant to do. They aren't many to play the game for you. They are essentially companions. They never go away. You can agro npcs for you. You can direct them to stack other targets. You can user them as shields. Just because they don't hit for 5k+ damage a swipe didn't mean they aren't beneficial. It's also part of their class identity.
Either they're the way they are now or they are summoned for 10 seconds then go away.
TheEndBringer wrote: »TheEndBringer wrote: »TheEndBringer wrote: »It requires double bar because of the benefits you get with a perma side kick to help you kill things (and give big burst heals for sorcs.)
The big burst heals for sorcs requires activation of the ability, so that doesn't count. As for having side kicks, they aren't as useful for the sorcerer though. My last sorcerer I had did way much more dps without them, and he still had a burst heal through other means (you don't need the heal from the summons). It's not worth double slotting them. It's way much better to slot a full set of AOEs, passive buffs, and good spam-ables.
As for the Warden bear... It does helps a lot more, but being unable to have a secondary back-up ultimate is a huge deal. Compare to other ultimates that you could be having, the bear feels weak. This is probably one of the reasons why Wardens feel bad. They need the bear to help their dps but being forced to slot it twice also hurts as you still want a secondary ultimate for other reasons. So removing the requirement or at least giving us some time (such as 45 seconds) before the summon despawns would help a lot.
I think you're missing the point. It has nothing to do with smacking a dummy. If you do higher fps without them then what's the issue? Unless you just want more more more without any give.
Look at unstable clan fear.
Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 358 Physical Damage, while its tail spike hits nearby enemies for 358 Physical Damage after 1 second. Once summoned, you can activate the clannfear's special ability for 4500 Magicka, healing you for 5121 and the clannfear for 2560. The clannfear remains until killed or unsummoned.
Your little dino is doing direct damage, cone damage, and a big heal. You get all this nearly permanent. There's no running cost to having it active.
All the other pets and morphs offer similar big benefits and the only drawback is that you have to double bar it. If you could just single bar it you could run every pet available on your back bar. It would be ridiculous. I understand that players always want to expand the react of their characters but you have to look at the effect it would have in other areas of the game.
Can we stop acting like pet passive damage is amazing? They're seriously weak and the main reason to run them is their actives.
It doesn't have to be amazing. It doesn't have to add 10k to your DPS. That's not what they're meant to do. They aren't many to play the game for you. They are essentially companions. They never go away. You can agro npcs for you. You can direct them to stack other targets. You can user them as shields. Just because they don't hit for 5k+ damage a swipe didn't mean they aren't beneficial. It's also part of their class identity.
Either they're the way they are now or they are summoned for 10 seconds then go away.
Who said I wanted them to play the game for me?
They don't aggro in trails or queue.
They seriously only do half a real dot skills worth of damage passive, and that's being generous. Slot both and you pay 4 bars for 1 dot.
I don't hate pets, in fact my main is a sorc. Stopped playing them since pets weren't fun anymore due to overnerfs. Necro pets are even worse due to just being a walking dot/hot.
Also who says they have to be this way or like necro? You know the devs?
I just want pets to be decent again. Them being untargetable during dungeons/trails makes them feel inconsistent. They could've make them much tankier during those instead.
I even think necro pets would be better off being targetable. But along with that increase their power.
What they should do is give some other tools in their class kit enough oomph so that no pet builds aren’t a straight loss or can even outperform pet builds, not change how the pets work (outside of the horrendous pet AI, and how they physically block other players from interacting with things)