phaneub17_ESO wrote: »
My idea of adding a duration would allow more damage to those same Sorcerer pets that aren’t performing.acastanza_ESO wrote: »Sorcerer pets do need to be made one-bar-able, but they do not need a duration added unless the cast time is completely removed as well.
Even then, they only do meaningful damage if you're also keeping up Daedric prey, so I would push back on the need for a duration at all.
The_Titan_Tim wrote: »My idea of adding a duration would allow more damage to those same Sorcerer pets that aren’t performing.acastanza_ESO wrote: »Sorcerer pets do need to be made one-bar-able, but they do not need a duration added unless the cast time is completely removed as well.
Even then, they only do meaningful damage if you're also keeping up Daedric prey, so I would push back on the need for a duration at all.
The pattern I’ve seen with buffs done to active abilities, is that they usually come at a cost in the name of balance. This new cost would be insignificant, if the pet lasts 20-30 seconds, that would be highly manageable.
Pets won’t just do more damage… that would break the game because of Daedric Prey, and the pet sets in the game, there would have to be a trade off. Why Sorc pets perform slightly better than the other two, is because they can be killed.
Currently these abilities are considered free damage, you slot them and forget them, what I mean by that, is that you cast it and never have to cast it again until it dies and as it is right now; they aren’t worth taking out in PvP unless a healer has the Twilight.
Turtle_Bot wrote: »Sorcerer pets need a complete rework. It's not that they lack damage, since pet builds are currently the strongest pve build for sorcerer dps (even stam sorc runs pets + prey). Like everything else about the sorcerer kit though, they are far too unreliable for pvp.
1. They die far too easily.
2. They are entirely reliant on a 6 second, single target, cleansable debuff, that cannot be on multiple targets at the same time, to deal meaningful damage which makes them clunky to use as DoTs, especially in pvp where cleanses are prevalent.
3. Tying in with the first point, their abysmal AI only makes their longevity/survivability even worse.
To fix the pets, a few things need to happen.
1. Remove the required survival tool (the instant burst self-heal) from the pets and transfer it to another ability (ideally to dark deal/dark conversion, make those abilities instant cast and bring their values up to be in line with other class's burst heals).
2. Make them into 1 bar abilities that act like DoTs (or HoTs) with a duration that allows them to supplement the sorcerers existing kit instead of forcing sorcerer into using the pets only.
3. Make them untargetable.
4. make them instant cast to summon them.
5. Balance them out for their new DoT/HoT standards.
Since they are no longer targetable, give them a duration, but make it a fairly lengthy duration of say 25 seconds so it isn't super hard or clunky to have a higher up time. I would also improve their base damage (or heal over time) to make them less reliant on prey (or if they are a HoT, make them equal to other HoT abilities). This would allow for prey to be reduced back to a more sensible 20% increase from its current 45% increase.
As for shade, not sure what to do here, the utility provided by shadow image is far too strong to be matched by anything they could give to shade that wouldn't be completely gamebreaking.
For necro, the archer could definitely do with a small buff to damage, got to be careful with mender though and would only look into the tiniest of buffs here, no-one should ever want the return of the intensive mender meta where that thing provided a free up to 18k tool tip (9ish k actual heal after battle spirit) burst heal every 2 seconds that made necros literally immortal from just that 1 skill alone.
My remedy to Shadow Image would be a health bar, that way if a Nightblade is just jumping around constantly, you can kill the shade; in effect, shutting it down. The other morph does next to no damage in PvP which is why you will never see it, the other Nightblade abilities just give way too much, it needs a big damage spike; the class doesn’t have Daedric Prey, and nobody is going to run the Ritualist or Necropotence on a Nightblade, at least not until max stats matter again.
A nerf to Daedric Prey would be necessary if Sorc pets got more damage as you mentioned, and yeah I’m aware of Sorc pet builds in PvE easy-moding through content. My vision isn’t just more damage for pets, I mean a LOT more damage from pets. Killing off a pet should be a strategic move. Currently they are too easy to kill without giving anything in return, if they actually hurt other players, people would consider running more off-heals to keep their pets alive. And the cast time would be non-negotiable with health bars in play, as someone would just instantly resummon their pet unless they increased the costs of the them to around that or something like Purge or Time Stop which I don’t think anyone wants.
As far as Necromancer, I believe the Devs have already played around with giving the Wraith a health bar but it negatively effected PvE tanking somehow. I would find a way for it to work, the wraith doesn’t need more healing, they could have Spirit Guardian pulse an AoE heal to compensate for the added health bar, making it also usable by healers in the process. Leaving us with Skeletal Mage, simply having this ability hit harder would solve the problems with it, like Shade. But to do so, I don’t see any other way, than either reducing the duration, drastically increasing the cost, or adding a health bar and making that pet act similar to the other summons in the game. And a health bar would be less detrimental than all of the other options, while also homogenizing all the pets under a similar system for future introductions to be balanced and performing on entry.
Zodiarkslayer wrote: »
- All pets should be timed summons and not be targetable by enemies…
CameraBeardThePirate wrote: »4) None of the pets should be targetable, especially Engine Guardian. No reason this set should give more defensive power just because of bad targeting than other actual dedicated defensive sets.
Turtle_Bot wrote: »Generally speaking, I'm not a fan of giving pets health bars (far too many people are already complaining about "sorc pets (and engine guardian monster set) being meat shields" even though we have tab-targeting to work around this)...
That would be great, they could also pull from the hundreds of other Conjuration spells that exist in prior games to have a summon for every need people have, under an entirely new Conjuration skill line.FlipFlopFrog wrote: »I really think pets could benefit from having their own unique 'companions' style system. From there you could customize everything about your pet, from what role the pet performs (healer, damage, tank) to what appearance or 'skin' it uses. It would definitely breathe some life into an other wise glorified DoT with flashy effects.