The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
I see, so it's specifically important for you to have them around outside of combat.
Letting the issues with the flapping pest aside, as we aren't talking about visuals here, I nonetheless can't see any possibility to one-bar pets (thus freeing up two additional slots for skills) without balancing (=nerfing in this case) them.
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
I see, so it's specifically important for you to have them around outside of combat.
Letting the issues with the flapping pest aside, as we aren't talking about visuals here, I nonetheless can't see any possibility to one-bar pets (thus freeing up two additional slots for skills) without balancing (=nerfing in this case) them.
i never really found the sorc pets to be that strong, though i guess it is considered mostly free dmg as you dont have to cast anything for them to attack (the matriarch is a strong heal, but is reliant on the matriarch being well alive to use)
if they could be 1 barred (the pet would stay summoned as long as the skill was on one of your bars), you would still be limited to only using its active ability on the bar the skill is slotted on, and having to switch to that bar if it did die and need to be resummoned
i wouldnt think its any more powerful than the arcanist getting the major dmg buffs for just having inspired scholarship slotted, but still needing to activate the skill to get other effect
or the NB grim focus and morphs giving basically a passive dmg buff regardless of bar but needing to go to the bar its on to use the proc
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
I see, so it's specifically important for you to have them around outside of combat.
Letting the issues with the flapping pest aside, as we aren't talking about visuals here, I nonetheless can't see any possibility to one-bar pets (thus freeing up two additional slots for skills) without balancing (=nerfing in this case) them.
i never really found the sorc pets to be that strong, though i guess it is considered mostly free dmg as you dont have to cast anything for them to attack (the matriarch is a strong heal, but is reliant on the matriarch being well alive to use)
if they could be 1 barred (the pet would stay summoned as long as the skill was on one of your bars), you would still be limited to only using its active ability on the bar the skill is slotted on, and having to switch to that bar if it did die and need to be resummoned
i wouldnt think its any more powerful than the arcanist getting the major dmg buffs for just having inspired scholarship slotted, but still needing to activate the skill to get other effect
or the NB grim focus and morphs giving basically a passive dmg buff regardless of bar but needing to go to the bar its on to use the proc
I think the question is less how skills work on other classes compared to sorc (grim focus isn't compareable to sorc pets, as it's a completely different skill mechanic-wise and embedded in a completely different skillset) but which skills of a sorc's kit could be used in addition with the freed up slots.
And I definitely don't want to see other skills nerfed because of pets. Indeed most of them could use a buff, to make no-pet-sorc a viable option again.
Players should be able to decide to play their sorc with or without pet. Both is reasonable and there is an audience for both playstyles. I abandoned my sorc the very moment when pets became mandatory for engaging content, as I simply can't stand those pets around me.
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
I see, so it's specifically important for you to have them around outside of combat.
Letting the issues with the flapping pest aside, as we aren't talking about visuals here, I nonetheless can't see any possibility to one-bar pets (thus freeing up two additional slots for skills) without balancing (=nerfing in this case) them.
i never really found the sorc pets to be that strong, though i guess it is considered mostly free dmg as you dont have to cast anything for them to attack (the matriarch is a strong heal, but is reliant on the matriarch being well alive to use)
if they could be 1 barred (the pet would stay summoned as long as the skill was on one of your bars), you would still be limited to only using its active ability on the bar the skill is slotted on, and having to switch to that bar if it did die and need to be resummoned
i wouldnt think its any more powerful than the arcanist getting the major dmg buffs for just having inspired scholarship slotted, but still needing to activate the skill to get other effect
or the NB grim focus and morphs giving basically a passive dmg buff regardless of bar but needing to go to the bar its on to use the proc
I think the question is less how skills work on other classes compared to sorc (grim focus isn't compareable to sorc pets, as it's a completely different skill mechanic-wise and embedded in a completely different skillset) but which skills of a sorc's kit could be used in addition with the freed up slots.
And I definitely don't want to see other skills nerfed because of pets. Indeed most of them could use a buff, to make no-pet-sorc a viable option again.
Players should be able to decide to play their sorc with or without pet. Both is reasonable and there is an audience for both playstyles. I abandoned my sorc the very moment when pets became mandatory for engaging content, as I simply can't stand those pets around me.
it doesnt seem that mechanically different, grim focus and inspired scholarship passives are just dmg buffs (one a hard weapon and spell dmg value, one major buffs), while i see the sorc pets as passive "direct dmg" instead of buffing your other dmg
the only sorc i have is a healer, but i only run 1 of the 2 pets because i cant afford to give up that much bar space so i only use the matriarch to have the burst heal
if i could 1 bar the pets, i would certainly put the volatile pet on my other bar so i could still add a little more dmg while im healing
i do agree that sorcs other skills could use a touch up, ive never liked crystal frags no matter how many times i tried it, feels awful to use
acastanza_ESO wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
I disagree, there is absolutely no reason for any change other than making them one bar-able.
Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
I see, so it's specifically important for you to have them around outside of combat.
Letting the issues with the flapping pest aside, as we aren't talking about visuals here, I nonetheless can't see any possibility to one-bar pets (thus freeing up two additional slots for skills) without balancing (=nerfing in this case) them.
i never really found the sorc pets to be that strong, though i guess it is considered mostly free dmg as you dont have to cast anything for them to attack (the matriarch is a strong heal, but is reliant on the matriarch being well alive to use)
if they could be 1 barred (the pet would stay summoned as long as the skill was on one of your bars), you would still be limited to only using its active ability on the bar the skill is slotted on, and having to switch to that bar if it did die and need to be resummoned
i wouldnt think its any more powerful than the arcanist getting the major dmg buffs for just having inspired scholarship slotted, but still needing to activate the skill to get other effect
or the NB grim focus and morphs giving basically a passive dmg buff regardless of bar but needing to go to the bar its on to use the proc
I think the question is less how skills work on other classes compared to sorc (grim focus isn't compareable to sorc pets, as it's a completely different skill mechanic-wise and embedded in a completely different skillset) but which skills of a sorc's kit could be used in addition with the freed up slots.
And I definitely don't want to see other skills nerfed because of pets. Indeed most of them could use a buff, to make no-pet-sorc a viable option again.
Players should be able to decide to play their sorc with or without pet. Both is reasonable and there is an audience for both playstyles. I abandoned my sorc the very moment when pets became mandatory for engaging content, as I simply can't stand those pets around me.
it doesnt seem that mechanically different, grim focus and inspired scholarship passives are just dmg buffs (one a hard weapon and spell dmg value, one major buffs), while i see the sorc pets as passive "direct dmg" instead of buffing your other dmg
the only sorc i have is a healer, but i only run 1 of the 2 pets because i cant afford to give up that much bar space so i only use the matriarch to have the burst heal
if i could 1 bar the pets, i would certainly put the volatile pet on my other bar so i could still add a little more dmg while im healing
i do agree that sorcs other skills could use a touch up, ive never liked crystal frags no matter how many times i tried it, feels awful to use
I agree regarding inspired scholarship, grim focus is another topic tho. Sure, theoretically one could use the passive buff without ever activating spectral bow. But to do somewhat competitive dps in engaging content, you'll have to fire your bow as often as possible, requiring constant LA weaving at a high level (that's indeed the only class mechanic, where proper weaving is still required. Sorcs had something similar in ancient times using overload builds.).
I've to admit tho, that I didn't think about healers and tank perspectives regarding pets. That's definitely an interesting point.
The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now.
grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
Duke_Falcon wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
Even after you summon the pet you still have to hit the skill button again to get any real true benefit out of the pet, not a very viable point, since all the pets do is light attack for very very little damage.
grzes848909 wrote: »Last update we saw change to Grim Focus (nightblade) and Bound Armor (sorcerer) functionalty and how now they only need to be slotted on 1 bar. Can we please have pets only take up one space on spacebar ?
Necrotech_Master wrote: »Necrotech_Master wrote: »grzes848909 wrote: »The design of the Sorc pets are the core reason they must be on both bars. It would require full redesign to something that requires the player to constantly resummon the pets every few seconds similar to how the other pet classes work.
In other words, the current pets will not become single bar skills.
True, but having 2 diffrent skills instead of a pet tends to be better for a lot of content right now. Better yet they could just make the pets more expensive to maintain, for instance anytime a pet dies it takes longer to resummon them again, for example 3-4 seconds instead 1.5 of and twice as much magicka than in current patch, would be a lot easier to do that than redesign the pets from scratch.
I'd prefer them to make sorc pets similar to the warden's netchling: A skill on one bar which summons the pet for a limited amount of time. They should remove the cast time tho.
So the skill is useable in combat (although some number tweaking may be necessary for balancing) and there isn't any need for summoned combat pets in towns or other social hubs. This way they'd kill 2 birds with 1 stone, including the flapping one.
please no, i dont like "temporary" summons, i hate the necromancer ones because they arent up all the time (being weak is a different story)
if the pets were temp summon, i would just permanently remove them from my bar and never go back
Just out of curiosity: What's the problem with temporary summons?
unless the "temporary" part of temporary summon is like 5 minutes (minimum), it is not a summon skill to me, just a skill graphic
an example would be warden animal skills, the only one in there that is a true summon is the bear, all of the others still count as "summons" for the passives but are literally just skill graphics, they are not pets
necromancer as another example, the healing wraith and the skeletal mage are not summons, they are skill graphics because they only last for 20 seconds, blast bones is straight up annoying and buggy
the only true pets we have in this game are companions, the 2 sorc pets, and the warden bear, everything else is just a glorified skill graphic that is not in any way shape or form a pet
when necromancer released, it was a massive disappointment to me in the way it was set up, i was expecting something like sorc pets for necromancer
i really like pets, my previous mmo was city of villains and my favorite class in there was the mastermind (which one of the powersets was entirely focused on pet summons, usually would run around with a minimum of 6 pets that were out permanently until they died)
One bar pets would have to be nerfed significantly. It's my understanding they are actually balanced like dots. Getting completely free dots without the global is really huge. In pve that means 2 less globals on your back bar during every rotation(I know there are active effects). In pvp globals are even a bigger deal. Whether a bar slot or a global is comparable is the question.
Pets could be one bared if their power balance of both its passive and active effects matched that of other skills. Right now they don't. Sorry but a free DoT isn't the same as any of the passive buffs common on other skills.
Tyrant_Tim wrote: »You can toss the added heals of the bird, or the pulse of the gremlin from a second cast, and just have them periodically do it, similar to either Shadowrend, Maw of the Infernal, or even the Warden bear.
I must remind that the so-called 140K is based on the data of the parsing dummy
In actual combat, stam sorc has to struggle even to reach 100K (EX: VSE HM), and magic sorc is even uncompetitive in trials (magic sorc is almost invisible in HM data)
So, yes. sorc needs to be freed from the shadow of pets.