birdmann1230 wrote: »Put pets as a world line Conjuration and change Daedric summoning to something else on the sorc. Everyone gets their pets who wants them and the sorc isn’t handicapped by it. I wish for the day my main can run a high dps in content without them instead of beam spamming.
birdmann1230 wrote: »Put pets as a world line Conjuration and change Daedric summoning to something else on the sorc. Everyone gets their pets who wants them and the sorc isn’t handicapped by it. I wish for the day my main can run a high dps in content without them instead of beam spamming.
CameraBeardThePirate wrote: »I have a strong suspicion that Pets are going to receive a total overhaul with the class reworks.
ZOS made a point last year to talk about how bad corpses (and thus pets, since they are the same thing in terms of the server calculations) were for the server.
Additionally, mosy pets function completely differently in Vengeance Cyrodiil.
I have a feeling a lot of the pets are going to shift on the backend towards things like Icy Conjuror, where there is a "pet-like visual" but they function almost identically to normal DoTs/HoTs/etc.
RaptorRodeoGod wrote: »Sorc pets aren't even that good anymore, at least with subclassing; this "pets are strong" narrative from ZOS feels a little late to the party
Idk about that. A lot of subclass builds still use pet.
Against 1 player this quickly becomes oppressive. Against a zerg your pet quickly dies.Pets body blocking is the ENTIRE point.

spartaxoxo wrote: »My suspicion is that pets will be the "accessability" option for sorcs, probably with lightning staff heavy attack builds in mind.
maybe add empower to twilight and the activation on tormentor adds an additional heavy attack buff or something, but outside of HA builds pets will be dead
And they don't even want HA builds to be good either.
GloatingSwine wrote: »spartaxoxo wrote: »They already have to be double slotted. That's a massive cost in and of itself. And then you need Daedric prey to make them work. That's 5 skill slots taken up by them. Yet, they are NOT stronger than other AOE DOTS that cost significantly less than the pets.
This is why Sorcerer should have been the first class refresh IMO.
Fix this, and then they have a better basis for pets on Warden and Necromancer.



Big shout out and thank you for this change that was quietly made @ZOS_Kevin
2 pet pure sorc is still well behind no pet sorc, but at least it's in the same ballpark
Big shout out and thank you for this change that was quietly made @ZOS_Kevin
2 pet pure sorc is still well behind no pet sorc, but at least it's in the same ballpark
I actually think this is a bad idea. Targeting Warden like this is unfair.
However, considering Warden is about to be reworked, it might be a temporary solution, but it also means that this item will need to be modified again in U51.
Modifying a single item across multiple versions is a waste of resources. Ideally, we could complete the changes to this item in U50, without wasting valuable resources modifying it again in U51.
For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
RaptorRodeoGod wrote: »For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
To add to that, I hope they're able to balance pets in a way that lets them remove the "when you don't have a pet active" condition on things. To be just banned from specific interactions feels bad.
RaptorRodeoGod wrote: »For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
To add to that, I hope they're able to balance pets in a way that lets them remove the "when you don't have a pet active" condition on things. To be just banned from specific interactions feels bad.
The same to goes for when things are "when you have a pet active"
I think it's a good idea for both options to bring various things to the table, rather than just either option being excluded.
RaptorRodeoGod wrote: »RaptorRodeoGod wrote: »For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
To add to that, I hope they're able to balance pets in a way that lets them remove the "when you don't have a pet active" condition on things. To be just banned from specific interactions feels bad.
The same to goes for when things are "when you have a pet active"
I think it's a good idea for both options to bring various things to the table, rather than just either option being excluded.
Fair, but then Necropotence and Unleashed Ritualist would need to be reworked.
I always kind of equated Unleashed Ritualist as the pet version of Deadly Strike, which was why I didn't call out "when you have a pet active" myself
RaptorRodeoGod wrote: »RaptorRodeoGod wrote: »For sorc I'm hoping they clean up all the weird conditions and get some level of consistancy.
Daedric prey affects some things
Class Script affects different things
Beacon of Oblivion affects different things again
I have no idea what interactions Necropotence or Unleashed Ritualist have
It's all weird and hard to work out what works and what doesn't.
To add to that, I hope they're able to balance pets in a way that lets them remove the "when you don't have a pet active" condition on things. To be just banned from specific interactions feels bad.
The same to goes for when things are "when you have a pet active"
I think it's a good idea for both options to bring various things to the table, rather than just either option being excluded.
Fair, but then Necropotence and Unleashed Ritualist would need to be reworked.
I always kind of equated Unleashed Ritualist as the pet version of Deadly Strike, which was why I didn't call out "when you have a pet active" myself