I tested a bit in IC Sewers and Skeletal Arcanist and Spirit Guardian would also fail to cast. I wasn't using any permanent or ultimate pets so according to the patch notes rules they shouldn't fail to cast under any circumstances in this specific scenario.
The ''animation'' would play but the pet wouldn't be summoned, you can see in the screenshot that the in-game timer for buffs would still display for Spirit Guardian, even though it wasn't actually casted.
The ''failed to summon combat pet'' message would also show sometimes when the corpse proc from Ricochet Skull would activate, it also wouldn't show up for ''failed'' BB casts, even though the skill itself wouldn't summon the pet. Pet/Corpse related skills that I was using were Blighted Blastbones, Skeletal Arcanist, Ricochet Skull, Spirit Guardian and Summoner's Armor.
There is something seriously wrong with the new pet rules or their interaction with Necromancer pets and it's not just exclusive to Blastbones. I don't know if it is exclusive to IC, or maybe you don't get to see it in PvE due to the limit being 10 instead of 5.
I tested a bit in IC Sewers and Skeletal Arcanist and Spirit Guardian would also fail to cast. I wasn't using any permanent or ultimate pets so according to the patch notes rules they shouldn't fail to cast under any circumstances in this specific scenario.
The ''animation'' would play but the pet wouldn't be summoned, you can see in the screenshot that the in-game timer for buffs would still display for Spirit Guardian, even though it wasn't actually casted.
The ''failed to summon combat pet'' message would also show sometimes when the corpse proc from Ricochet Skull would activate, it also wouldn't show up for ''failed'' BB casts, even though the skill itself wouldn't summon the pet. Pet/Corpse related skills that I was using were Blighted Blastbones, Skeletal Arcanist, Ricochet Skull, Spirit Guardian and Summoner's Armor.
There is something seriously wrong with the new pet rules or their interaction with Necromancer pets and it's not just exclusive to Blastbones. I don't know if it is exclusive to IC, or maybe you don't get to see it in PvE due to the limit being 10 instead of 5.
Hey All, Just wanted to follow up before the day is done. We are exploring options around this issue and will have additional follow up tomorrow.
ZOS_GinaBruno wrote: »We can confirm that there's currently a bug that allows the animation of Blastbones to play when at the pet cap (detailed in the patch notes), even though the pet will correctly be prevented from spawning. This should be fixed in Update 47.
slt101880b14_ESO wrote: »Maybe I'm blind, but the big question banging around in my head is: Why are DEAD (nonanimated) bodies even considered Pets!?
slt101880b14_ESO wrote: »Maybe I'm blind, but the big question banging around in my head is: Why are DEAD (nonanimated) bodies even considered Pets!?
Im still stuck on the statement that bugs wont be fixed till the next quarters update. Was hoping for a lot sooner than that for stuff to be fixed.
Izanagi.Xiiib16_ESO wrote: »Maybe Update 47 will be in a few weeks. They aren't tied to the quarterly update cycle now because they got rid of chapters... Right?
slt101880b14_ESO wrote: »Maybe I'm blind, but the big question banging around in my head is: Why are DEAD (nonanimated) bodies even considered Pets!?
Im still stuck on the statement that bugs wont be fixed till the next quarters update. Was hoping for a lot sooner than that for stuff to be fixed.
the1andonlyskwex wrote: »Izanagi.Xiiib16_ESO wrote: »Maybe Update 47 will be in a few weeks. They aren't tied to the quarterly update cycle now because they got rid of chapters... Right?
Frankly, this is the kind of issue that should have never made its way to the live servers, and that almost any other developer would fix within hours or days, not weeks or months.
Joy_Division wrote: »If the Arcanist beam was bugged out and worked only half the time, making PVE content unplayable, we all know that would get hotfixed. That's why people are upset.
Joy_Division wrote: »If the Arcanist beam was bugged out and worked only half the time, making PVE content unplayable, we all know that would get hotfixed. That's why people are upset.
thechef209 wrote: »Hey All, Just wanted to follow up before the day is done. We are exploring options around this issue and will have additional follow up tomorrow.
I've said it before and I'll say it again. The workaround is simple: declassify Spirit Mender, Skeleton Mage, and Blastbones as Pets and make them graphical only because let's be honest, these skills last for 3-20s. They shouldn't be considered a Pet just like a Warden Bear or Sorcerer Matriarch/Familiar. Blastbones especially. How is a Blastbone a pet? Doesn't make sense. EDIT: the other thing is that actual combat pets like the Warden Bear and Sorcerer Twilight/Familiar is the player can activate them **again** for a special move. Blastbones, Spirit Mender, and Skeleton Mage do not have special moves that are manually activated. Therefore, they are not actually combat Pets.
Or, separate Corpses as their own category. Corpses aren't pets, either. That's just weird. Plus, Corpses can be sourced from dispatching normal PvE enemies so Corpses shouldn't really count as a summon, either.
ZOS_BrianWheeler wrote: »Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.
We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.
We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.
So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.
We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!
ZOS_BrianWheeler wrote: »Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.
We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.
We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.
So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.
We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!
ZOS_BrianWheeler wrote: »Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.
We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.
We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.
So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.
We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!
ZOS_GinaBruno wrote: »Hi everyone, just wanted to follow up and let you know we'll have an update on our plans here shortly.
ZOS_BrianWheeler wrote: »Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.
We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.
We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.
So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.
We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!
ZOS_BrianWheeler wrote: »Hey gang! Later today, we'll be pushing a hotfix to raise the pet cap from five to ten in PvP zones.
We’d also like give a little more context about why we made this change and why it remained as it was on the PTS. We originally reduced the pet cap to five for performance reasons because we saw that internally, even with only a few pets, if ALL players had pets there were performance issues. This was mostly going to be an Imperial City and Cyrodiil issue (due to the sheer amount of "pets" you could have with all the dead targets being generated). We do have the capability to put a cap in both PVP and PVE zones if performance dips below an acceptable amount for both the client or the server. With this change we are making both capped at 10, and will monitor perf along with the usage of pets. Having the cap set to two didn’t feel good, so we raised it to five for PTS and now launch.
We have seen your feedback about the five-pet cap, and have been weighing it against the very real game performance risk the higher we raise it. The other piece of this is that PTS is not the live servers, and we needed to see how things looked on the latter. Five pets may look fine performance-wise on the PTS, where we always see a lower population (especially in PvP content), then look different on the live servers.
So, we are raising the pet cap to ten later today via a hotfix and will monitor how things look. If we see significant game performance issues (severe frame rate drops, client crashes, etc.) we will need to drop the cap back down to five.
We hope that helps give a little extra context and we'll let you know when the hotfix has been rolled out. Thank you!