SilverIce58 wrote: »Didn't they change how Mad Tinkerer works so its not counted as a summoned pet anymore?
SilverIce58 wrote: »Phalanx is 5 summons? That's intense, yeah one wouldnt have mattered.
SilverIce58 wrote: »Phalanx is 5 summons? That's intense, yeah one wouldnt have mattered.
tomofhyrule wrote: »Mad tinkerer is no longer a summon, but you do say you have a Necro skill slotted, and corpses of enemies also seem to inexplicably count as pets as well.
That’s the genesis of the whole issue with Blastbones not working properly. They raised the pet cap in PvP, but Subclassing does allow hitting that cap easier.
I did wonder about the tomeshell which I picked once but thankfully that one didn't cause an issue. Didn't get any of the permanent pet visions though I would definitely have picked them if I had as I do anyway.
I must have missed the watching pet. Not heard of that one.
katanagirl1 wrote: »Holy crap, I think I know why performance is so bad this patch, lol.
katanagirl1 wrote: »Holy crap, I think I know why performance is so bad this patch, lol.
LOL. Yep, the armies of pets probably have something to do with it.
But my warden needs her little army because she is such a rubbish fighter. Before this update, she was actually my sneaky assassin/thief/vampire and not built for fighting at all. Now she is cured of being a vampire, but switched to werewolf, where she summons two dire wolves to join her, and was pleased to find that the set summons still pop even in werewolf form. But she needs her back up when getting into scraps.
Though you will be pleased to know that I, at least, keep all my skill generated/permanent summons on one bar and switch to the other when I am towns.
katanagirl1 wrote: »
Oh I was mostly kidding. The players it would affect most would likely be the players who use all those pets. If the game lets you do that and you’re having fun then more power to you.