wanderingmist wrote: » Atama wrote: » I’ve played pet classes in a lot of games. For me the most successful implementations have always been the ones that required the smallest micromanagement. You set things like aggression level, what skills you want them to use, then they do it all on their own once combat starts. You just control your own character, the pet then just has simple “attack”, “stay”, “follow” sorts of commands. That’s what I’d like to see in this game too. That's all well and good but when dealing with harder content, being able to get your pet to use their abilities at the right moment is very important. If for example the only CC your class has comes from your pet, you need to ensure it uses that CC at the correct time (AI very rare does this).
Atama wrote: » I’ve played pet classes in a lot of games. For me the most successful implementations have always been the ones that required the smallest micromanagement. You set things like aggression level, what skills you want them to use, then they do it all on their own once combat starts. You just control your own character, the pet then just has simple “attack”, “stay”, “follow” sorts of commands. That’s what I’d like to see in this game too.
Atama wrote: » wanderingmist wrote: » Atama wrote: » I’ve played pet classes in a lot of games. For me the most successful implementations have always been the ones that required the smallest micromanagement. You set things like aggression level, what skills you want them to use, then they do it all on their own once combat starts. You just control your own character, the pet then just has simple “attack”, “stay”, “follow” sorts of commands. That’s what I’d like to see in this game too. That's all well and good but when dealing with harder content, being able to get your pet to use their abilities at the right moment is very important. If for example the only CC your class has comes from your pet, you need to ensure it uses that CC at the correct time (AI very rare does this). The very simple solution to that is that you don’t give the pet any abilities that need to be used “at the right moment”. That includes never giving a pet a CC or interrupt. That’s a big part of the whole “no micromanagement” part of my request. Let the summoner have the skills that need strategy. The pet can be a simple, dumb tank/damage dealer/buff bot/whatever. Plenty of games have successfully pulled that off.
Damokles wrote: » @wanderingmist The trick is to give yourself the ability, and then use the pet as a medium to use them^^ The pet itself should not have the ability to cast any significant spells or abilities on its own (lets take abilities like swipe or bite etc out here ;D), give them to the player so he can choose when and how the pet will do them. I think a specific pet should have specific abilities bound to it, but the player should have total control over them, as if they where his own abilities.
Damokles wrote: » @nagash Only Glen deserves the very best of armour and weaponry! And if not Glen then at least Steve, both fought bravely on the field of battle!
Nagash wrote: » Damokles wrote: » @nagash Only Glen deserves the very best of armour and weaponry! And if not Glen then at least Steve, both fought bravely on the field of battle! glen is a whine ***** and Steve is always rattled for some reason
Damokles wrote: » Nagash wrote: » Damokles wrote: » @nagash Only Glen deserves the very best of armour and weaponry! And if not Glen then at least Steve, both fought bravely on the field of battle! glen is a whine ***** and Steve is always rattled for some reason Oh yeah? Dave is always leaking on the floor!
LunarSky wrote: » Some combination of the two could work. You have a persistent pet (something undead for necros, humanoid elementals for conjurers etc) that a significant portion of your skills work directly through then additional skills (perhaps the ultimate as well) that summon a pet that does something (CC or massive AoE dmg) then disappears right after so it doesn't require further micromanaging or pathing AI.
wanderingmist wrote: » Atama wrote: » wanderingmist wrote: » Atama wrote: » I’ve played pet classes in a lot of games. For me the most successful implementations have always been the ones that required the smallest micromanagement. You set things like aggression level, what skills you want them to use, then they do it all on their own once combat starts. You just control your own character, the pet then just has simple “attack”, “stay”, “follow” sorts of commands. That’s what I’d like to see in this game too. That's all well and good but when dealing with harder content, being able to get your pet to use their abilities at the right moment is very important. If for example the only CC your class has comes from your pet, you need to ensure it uses that CC at the correct time (AI very rare does this). The very simple solution to that is that you don’t give the pet any abilities that need to be used “at the right moment”. That includes never giving a pet a CC or interrupt. That’s a big part of the whole “no micromanagement” part of my request. Let the summoner have the skills that need strategy. The pet can be a simple, dumb tank/damage dealer/buff bot/whatever. Plenty of games have successfully pulled that off. You could do that, but then I would argue that the pet is largely pointless outside of RP. For example, let's say you have a pet that deals a certain amount of dps to your target that you had no control over aside from assigning a target. If you got rid of that pet and put all the pet's dps into the player's base abilities, the gameplay would be exactly the same. Similarly, if you have a pet that passively buffs the party all the time whenever it is in combat, you aren't adding anything to the gameplay.
wanderingmist wrote: » @Atama I fear you are missing my point. Whenever you have separate effects that are entirely passive, that you have no control over nor can act upon, those effects might as well not exist.https://www.wowdb.com/spells/266937-gutripper This is an example of what I mean. This ability doesn't change your gameplay at all, and the only way you can tell it is activating is by looking at a damage meter. A pet that you can't control is exactly the same. Take the pet away and your gameplay wouldn't change in the slightest.
Atama wrote: » wanderingmist wrote: » @Atama I fear you are missing my point. Whenever you have separate effects that are entirely passive, that you have no control over nor can act upon, those effects might as well not exist.https://www.wowdb.com/spells/266937-gutripper This is an example of what I mean. This ability doesn't change your gameplay at all, and the only way you can tell it is activating is by looking at a damage meter. A pet that you can't control is exactly the same. Take the pet away and your gameplay wouldn't change in the slightest. Define "control". Even in my example of a very low-maintenance pet, you still have control over who it attacks, if it attacks, when it attacks, and so on. Even if you expand what you do with it, for example you have a separate bar of special abilities you have to execute yourself to make the pet do them, the pet is still acting independently of you; running over to the enemy, keeping within range of it, etc. Unless you're actually moving the pet around directly, and in that situation it's not even a pet anymore, the "pet" is your character. You're making a lot of incorrect assumptions in this thread. For example, you stated that "when dealing with harder content, being able to get your pet to use their abilities at the right moment is very important." Not necessarily. Suggesting that you have "no control" of a pet if it's not doing what you, personally, want a pet to do. I know that you have mentioned the FFXIV summoner in your initial response, is that your only experience with a pet class in an MMO? If that's the case then I understand your misconceptions, but I assure you that if you get an opportunity to play pet classes in other games that there are other ways for them to work.
Damokles wrote: » LunarSky wrote: » Some combination of the two could work. You have a persistent pet (something undead for necros, humanoid elementals for conjurers etc) that a significant portion of your skills work directly through then additional skills (perhaps the ultimate as well) that summon a pet that does something (CC or massive AoE dmg) then disappears right after so it doesn't require further micromanaging or pathing AI. They had a guardian build in GW2 that was simmilar. You summoned all the ghost weapons you could, and then sacrificed them to use their special ability. It was only a support build and didnt deal a huge amount of damage, but it was fun to walk around with a floating hammer, sword, bow and shield^^
LunarSky wrote: » Damokles wrote: » LunarSky wrote: » Some combination of the two could work. You have a persistent pet (something undead for necros, humanoid elementals for conjurers etc) that a significant portion of your skills work directly through then additional skills (perhaps the ultimate as well) that summon a pet that does something (CC or massive AoE dmg) then disappears right after so it doesn't require further micromanaging or pathing AI. They had a guardian build in GW2 that was simmilar. You summoned all the ghost weapons you could, and then sacrificed them to use their special ability. It was only a support build and didnt deal a huge amount of damage, but it was fun to walk around with a floating hammer, sword, bow and shield^^ I mained a guardian in GW2 and should have thought of them too when I was writing that.
Xaq wrote: » Why is everyone so fixated on Necromancers and summoning undead? Is it because the Overlord anime caused a hype? I doubt any one character would be able to control a horde of summons unless they're a glass cannon, and even so that is crazy unbalanced. There's nothing wrong with summoning elementals or guards to aid in fights, or even summons from other planes of existence. I don't want to walk around the world and be like "Oh, look another necromancer." while that player is running around with 20 zombies. And with all this hype, it feels like 10%+ of the playerbase is going to be Necromancers.