phaneub17_ESO wrote: »The only caveat I would want in this scenario is your pets deal 10% reduced damage while on the off bar. I'm okay with them persisting between swapping bars, I would get very annoyed with them popping in and out on switching, or worse make them 15 minute duration pets then you would still have to recast them every time you zoned.
Tenthirty2 wrote: »1 bar persistent but only if they change the Warden's bear ult to do the same
SeaGtGruff wrote: »Tenthirty2 wrote: »1 bar persistent but only if they change the Warden's bear ult to do the same
The thing is, the Warden's bear has a morph that basically does that already, doesn't it? At least, what I read on the UESPWiki last night makes it sound that way. There are no such morphs for Sorc pets.
Also, if I'm reading the UESPWiki right, it looks like the Warden bear costs no Ultimate to summon (cost: "free"), whereas the Sorc pets cost Magicka to summon.
As it stands, Pet Sorcs have 5 slots filled with Volatile Familiar (2), Matriarch (2), and Daedric Prey (1). I would like to see both pets only needing to be slotted on the back bar, and persisting over to the front bar, which would be offset by removing the passive damage dealt. Both pets would remain summoned and do ZERO damage if the corresponding abilities have not been activated. That would allow Sorcs to use class specific abilities in their build and would free up two slots for additional abilities which would make them more useful in group settings, such as a Dark Magic ability for the Minor Prophecy buff, and Energy Orb to provide heals and a synergy for the group.
If both pets only deal damage when activated then they would be no different than any other DOT/AOE on the back bar. Just my two cents.
TybaltKaine wrote: »What would stop me from summoning them on my backbar, switching bars and equipping Oakensoul?
Pets offer a massive advantage in that they are persistent, deal damage, take hits, and heal you. It's two free companions, in addition to my actual companion and anything else I summon from sets (Mad Tinkerer, Morkuldin and Maw). Add an Atronach ultimate on top and I've got a small army at all times, and this change would let me equip Oakensoul with a full complement of slots at the cost of giving up a single summon set piece.
No thanks. I get enough hate as a HA Oakensoul Sorc who doesn't run the broken meta but everyone assumes does. I'd never be able to mind my business in PUG's again.
Thecompton73 wrote: »As it stands, Pet Sorcs have 5 slots filled with Volatile Familiar (2), Matriarch (2), and Daedric Prey (1). I would like to see both pets only needing to be slotted on the back bar, and persisting over to the front bar, which would be offset by removing the passive damage dealt. Both pets would remain summoned and do ZERO damage if the corresponding abilities have not been activated. That would allow Sorcs to use class specific abilities in their build and would free up two slots for additional abilities which would make them more useful in group settings, such as a Dark Magic ability for the Minor Prophecy buff, and Energy Orb to provide heals and a synergy for the group.
If both pets only deal damage when activated then they would be no different than any other DOT/AOE on the back bar. Just my two cents.
Thanks for your input. A follow up question:
Sorc pets currently do damage over time and can activate a special ability the does more damage or heals them. Under your proposal would activating the skill cause them to do a dot for a set amount of time plus the have the special available on a second cast? If so how long should the Dot last? Or do you want to do away with the Dot completely and only have the special activate available? If that was the case it doesn't seem they'd need to persist on the off bar.
TybaltKaine wrote: »What would stop me from summoning them on my backbar, switching bars and equipping Oakensoul?
Pets offer a massive advantage in that they are persistent, deal damage, take hits, and heal you. It's two free companions, in addition to my actual companion and anything else I summon from sets (Mad Tinkerer, Morkuldin and Maw). Add an Atronach ultimate on top and I've got a small army at all times, and this change would let me equip Oakensoul with a full complement of slots at the cost of giving up a single summon set piece.
No thanks. I get enough hate as a HA Oakensoul Sorc who doesn't run the broken meta but everyone assumes does. I'd never be able to mind my business in PUG's again.
MaleAmazon wrote: »I don´t play PTS and so can´t comment on the arcanist skill, but I read this and thought immediately of Blizzard´s answer on why they didn´t include weapon switching in Diablo 3, since it was in Diablo 2.
Their response was (paraphrased): "If weapon swap doesn´t give an advantage it is useless, and if it gives an advantage it becomes mandatory, which we do not want". IMO a sound argument.
ESO has weapon swap, and it is pretty much mandatory (Oakensoul barges in and wants a word, with werewolf in tow). I am fine with that design, it does what it is supposed to. Doesn´t mean you should add it to pets:
With sorcerer pets you would have, with different skill designs:
1 - Sorcerer pets are permanent unless killed, but do not persist throughout bar swap.
Result: What we have now, which is, in my opinion, bad enough. Having skills target the pet and not the sorcerer (TBH I am not sure how often this happens now since I don´t PvP at the moment, but...), or having wings flapping in your face so you cannot see what you are doing, is unenjoyable. But it is acceptable.
2 - Sorcerer pets stay after being summoned, but with a limited lifespan, and have stats adjusted accordingly.
Result: This would make them work as temporary buffs, essentially, instead of the permanent buffs we have now. Of course, things like Maw of the Infernal and (technically) Morkuldin already works this way. It would put them more in line with how other skills work, but be annoying for the user.
3 - Sorcerer pets are permanent and persist on swap.
Result: Either pets become useless, or everyone runs a max pet backbar and ESO dies in the droning sound of millions of flappy flappies and dinosaur wannabies flying and running around endlessly and aimlessly.
So, TLDR, NO.
IMHO
Since other skills—such as "shadowy disguise"—remain active off bar, it would be consistent if the Sorcerer's companion skills also remained active off bar.
wow 2023, that is 3 years ago.
Sorcerer and Warden permanent combat pets should only need to be slotted on 1 skill bar
CameraBeardThePirate wrote: »Pets as a whole need a total overhaul. That goes for Sorc, Necro, Warden, Werewolf, and even Nightblade (because yes, the Shade is in fact a pet).
ZOS made a very big stink about corpses (which count as pets) and pets last year, going so far as to flat out break Necromancer skills in PvP in the name of performance. That change has since been reverted, but the point stands: pets are extremely detrimental to the server.
Additionally, pets are extremely outdated in terms of mechanics. They count as their own source of damage (or healing in the case of Ghost) and thus cannot proc sets, have their own cooldown for mechanics like Diseased's AoE proc, and do not interact with many different sets, buffs, and debuffs the player applies to themselves. This stems from a day of one shot proc builds when ZOS didn't want pets one tapping players or mobs by proccing a bunch of sets at once, but this wouldn't really be a problem in today's meta where one shot procs don't really exist anymore.
Pets need a big change, and I have a feeling that the Warden rework will show how ZOS intends to tweak pets in all of the subsequent reworks.
wolfie1.0. wrote: »I want sorcs 3rd bar back.