ESO_player123 wrote: »Are the pets viable in Arc 1 at least? I'm not planning to progress any further, but if my flappy dies every 3 seconds in Arc 1 it's a no-go for me. I had no major issues with them in BN.
Kinda the exception that proves the rule. Pets by design take damage in solo and overland content.
Kinda the exception that proves the rule. Pets by design take damage in solo and overland content.
When I did EA last night with my partner, it was not solo content of any kind.
Have they programmed EA to respect group rules when done as a group? (Genuine question - our classes didn’t have pets.) The game can certainly differentiate, or else we would not get solo and non-solo leaderboards. If it isn’t following group rules when we’re running it as group content, that’s a problem.
Turtle_Bot wrote: »@ZOS_Kevin Another thread pointing out these long standing issues with sorcerer and the constant changes over the past half decade that has forced sorcerers into using their pets (removing the option for those players to "play the class as they want").
Can we please get a real explanation (and no more "time to bake" excuses) as to why it is apparently ok for one class to be forced to be entirely dependent on such easily removed outdated summons with their significant downsides as their only modern defense option (healing) and sustained damage pressure (sticky damage over time), yet the other classes get to freely slot multiple other abilities that perform just as good as the pets do while taking the same number of bar slots and don't have anywhere near the massive downsides that the pets have.It's long overdue for sorcerers to be looked at as a class and freed up from their pets. The class is clearly severely lacking in everything when it comes to trying to run it without the pets and when the class does run pets in content where the pets can actually be killed (PvP and now EA) because the pets don't have their developer inserted god-mode stop-gap solution, the pets are just not good enough from a gameplay perspective to warrant their current multiple significant downsides of:
- long summon times (2 global cooldowns).
- inability to proc sets/secondary effects of abilities.
- taking up 2 bar slots each.
- on top of the downside of them being easily killable.
This has been a long standing issue with sorcerer, ever since Summerset when overloads third bar was removed (this deleted an extreme amount of utility access that was never given back to the class at all ever since then) and almost everything for the class was forced into the 2 pets and it needs addressing.
No more "Time to Bake", this issue has "baked" for so long now that it is nothing but burnt ash and charcoal.
The results have been in for a long time, the class is significantly behind ALL other classes when it cannot use its pets, which are only being made viable by a forced stop-gap solution that is not applied everywhere across all content.
It is time to fix this and allow sorcerers the option of attempting to keep up with the other classes in actual content (not just dummy parsing) and have viable modern defensive options for themselves without being forced to run pets that many players have issues with (including medical issues which required direct intervention via implementation of toggle options to disable pets from being seen in populated areas) and that were (and still are) also balanced around outdated 2018 ESO combat balance designs while every other class has long since moved on from those same balances.
The issues with the current state of communication regarding the many various different concerns and issues being raised about the class:If this is already in the works, then at least a brief statement addressing the growing concerns and issues players are having with the class is definitely warranted, if not long overdue.
Even if it cannot go into detail, a simple communication such as:
"We are working on changes to the Sorcerer class to bring it more into line with where the balance changes/updates for the rest of the classes that will hopefully address the many concerns raised with healing and being forced into using pets, among others. However, due to how involved it is with addressing these concerns without causing more balance issues, it is taking us longer than expected to find a suitable solution."
But, if it is not being looked into, then an explanation as to why the team feels that sorcerers current state is acceptable despite how many varied issues a significant (and growing) number of players have with the state of the class is warranted.
Because as it stands right now, with there being no communication responding to the many, many threads regarding sorcerer and the various different issues being raised about the class, it is only serving to reinforce the feeling that the class is either being ignored or worse, that the team is hoping that sorcerer players will simply just "give up and go away". Hardly a good look for a class that used to be the most popular class among players based on ZOS's own data (coincidently this was also back when the class had options to choose from that could keep up with other classes outside of just pets).
{/spoiler]
I don't feel that this is an unreasonable request.
RandomUser123 wrote: »Can you make it so my actual player friends don't die, too?
ESO_player123 wrote: »(Are companions allowed in Maelstrom?? I cannot remember).
ESO_player123 wrote: »(Are companions allowed in Maelstrom?? I cannot remember).
No, they are not. Neither Are they in Vateshran.
Companions do count as party members, and are barred from entering "solo" stuff. (didn't try them in solo stages of vanilla story)
Four_Fingers wrote: »My Necromancer would like to have a word with all you Sorcs about pets dying.
BloodyStigmata wrote: »I want to say that it makes sense that they can be damaged and that managing them is part of the tradeoff of having 2 on demand passive damage sources with you.
....but you have to have them slotted on both bars, and if you were any other class you could slot 3 DoT's and a self-heal instead and those would actually function when you need them to and not randomly die.
It's as much of a problem in the Bastian Nymics. Constantly needing to re-summon pets because it is not classed as a dungeon, trial, or arena.