Er except pets can draw aggro from bosses? And having a ridiculous heal that can't be stopped? Idk about this one
stewhead2ub17_ESO wrote: »I've read and considered your proposal and I don't care for your idea as stated. While an "ethereal" pet might be interesting, I am of the belief that the pets sorcs use should be tangible beings, and as such draw aggro. Also, while I understand your point about the size of the pets, I feel they should be actual size as their counterparts encountered in the field. Certain perks and powers come with consequences imo.
LioraValkyrie wrote: »stewhead2ub17_ESO wrote: »I've read and considered your proposal and I don't care for your idea as stated. While an "ethereal" pet might be interesting, I am of the belief that the pets sorcs use should be tangible beings, and as such draw aggro. Also, while I understand your point about the size of the pets, I feel they should be actual size as their counterparts encountered in the field. Certain perks and powers come with consequences imo.
I see what you are saying in terms of what they actually are supposed to be- real summoned daedra. Unfortunately, the ultimate consequence of their tangible nature is being told to GTFO of veteran trials
LioraValkyrie wrote: »stewhead2ub17_ESO wrote: »I've read and considered your proposal and I don't care for your idea as stated. While an "ethereal" pet might be interesting, I am of the belief that the pets sorcs use should be tangible beings, and as such draw aggro. Also, while I understand your point about the size of the pets, I feel they should be actual size as their counterparts encountered in the field. Certain perks and powers come with consequences imo.
I see what you are saying in terms of what they actually are supposed to be- real summoned daedra. Unfortunately, the ultimate consequence of their tangible nature is being told to GTFO of veteran trials
Volatile familiar is meta for magsorc in vet trials, aside from veteran asylum and the mage in vAA
Familiar and twilight build also works fine
LioraValkyrie wrote: »1)These are skills, and as such should be available to players at all times just like any other skill. No other skill dies and takes 2.5 seconds - at magicka cost! - to make it available to cast again.
monktoasty wrote: »
Yeah, riiight.LioraValkyrie wrote: »1) This is number one because it is the most important: make them ethereal! Just like Nightblade's shadows and quite a few pets summoned by set procs, make Sorcerer pets have no health, take no damage and cannot be targeted by players or enemies...
...no, you shouldn't!LioraValkyrie wrote: »Every idea I post on here is a bad idea, apparently. I should know better, really...
Nothing can serve -every- purpose.LioraValkyrie wrote: »The only thing I am averse to is a build that is very strong in most situations being virtually locked out of certain content because I have to spend 5+ seconds stuck in channelling animations, doing 0 dps, to resummon my pets every thirty seconds before I can continue with a rotation...
LioraValkyrie wrote: »1) This is number one because it is the most important: make them ethereal! Just like Nightblade's shadows and quite a few pets summoned by set procs, make Sorcerer pets have no health, take no damage and cannot be targeted by players or enemies. These are skills, and as such should be available to players at all times just like any other skill. No other skill dies and takes 2.5 seconds - at magicka cost! - to make it available to cast again.
2) Make the Twilight at least 50% smaller and the Familiar/Clannfear 25% smaller. A lot of people choose not to use pets, or are annoyed by other people's pets, just because they are too darn big and hence obscure people's vision of important animations.
3) Since pets will no longer draw aggro - this is given if they are made ethereal, because they cannot be targeted - the Clannfear will need a new purpose. Just as the Volatile Familiar stuns on its final pulse, allow the Clannfear to be activated to leap and stun a target for 3 seconds, then bleeds for X damage over 10 seconds. The Twilight already heals more than the Clannfear, unless you are a tank, so keep the Clannfear/Familiar choice between stam and mag dps.
4) Since pets will no longer die - again, because of being ethereal - there is no need to sort out dodgy scripting that insta-kill them for no reason when certain enemies die. If they are not made ethereal, please sort out these scripting issues.
It's no fun taking hundreds of hours to master a build that is literally useless in certain situations because your key skills are, at best, greyed out and, at worst, actually causing other players to die. These proposed changes (except Clannfear idea) do not constitute a buff to Sorc pets - only a way to remove a situation-based nerf that was likely to be unintentional in the first place.
LioraValkyrie wrote: »The only thing I am averse to is a build that is very strong in most situations being virtually locked out of certain content because I have to spend 5+ seconds stuck in channelling animations, doing 0 dps, to resummon my pets every thirty seconds before I can continue with a rotation. Whatever form the solution to this problem comes in, I'm all for it.
LioraValkyrie wrote: »Of course everyone needs to add or take a way a skill or two to optimise for different scenarios, but as far as I'm aware there is no other class where a dd is forced to change their gear, their entire rotation and even the source of their damage dealt and heals to accommodate for mechanics.
LioraValkyrie wrote: »Er except pets can draw aggro from bosses? And having a ridiculous heal that can't be stopped? Idk about this one
I am suggesting the pets should not draw any aggro at all. Regarding the heal, BoL heals just as much and only needs to be slotted on one bar. BoL cannot be stopped, why should a sorc healer's heal die and take 2.5 seconds to be made available again?
LioraValkyrie wrote: »1) This is number one because it is the most important: make them ethereal! Just like Nightblade's shadows and quite a few pets summoned by set procs, make Sorcerer pets have no health, take no damage and cannot be targeted by players or enemies. These are skills, and as such should be available to players at all times just like any other skill. No other skill dies and takes 2.5 seconds - at magicka cost! - to make it available to cast again.
NO! you clearly dont understand what these pets are for2) Make the Twilight at least 50% smaller and the Familiar/Clannfear 25% smaller. A lot of people choose not to use pets, or are annoyed by other people's pets, just because they are too darn big and hence obscure people's vision of important animations.
No. silly reasoning3) Since pets will no longer draw aggro - this is given if they are made ethereal, because they cannot be targeted - the Clannfear will need a new purpose. Just as the Volatile Familiar stuns on its final pulse, allow the Clannfear to be activated to leap and stun a target for 3 seconds, then bleeds for X damage over 10 seconds. The Twilight already heals more than the Clannfear, unless you are a tank, so keep the Clannfear/Familiar choice between stam and mag dps.
NO. stop buggering my pet.4) Since pets will no longer die - again, because of being ethereal - there is no need to sort out dodgy scripting that insta-kill them for no reason when certain enemies die. If they are not made ethereal, please sort out these scripting issues.
NO! you sort out your issues and stop screwing my pets.It's no fun taking hundreds of hours to master a build that is literally useless in certain situations because your key skills are, at best, greyed out and, at worst, actually causing other players to die. These proposed changes (except Clannfear idea) do not constitute a buff to Sorc pets - only a way to remove a situation-based nerf that was likely to be unintentional in the first place.
whatever you are smoking, pass it around. its clearly having an effect on your brain. The rest of us will need it to try and understand your bizarre and silly reasoning.