Solvryn wrote: » Necromancers are shaping up to be the entry level summoner. Pushing for Wild Blade to be the summoner with a stupid high skill ceiling. Summoner should just have a naturally higher skill ceiling, in a lot of games the thematic summoner classes often get the dogshit nerfed out of them because they're too easy for a high reward, not a fan of that.
SirChancelot wrote: » Solvryn wrote: » Necromancers are shaping up to be the entry level summoner. Pushing for Wild Blade to be the summoner with a stupid high skill ceiling. Summoner should just have a naturally higher skill ceiling, in a lot of games the thematic summoner classes often get the dogshit nerfed out of them because they're too easy for a high reward, not a fan of that. I want the broodwarden to be that high end summoner. I think it would be awesome to be able to tank group content through pets if properly geared and built for it.
TriforCe wrote: » It’s both enervating and frustrating when summons are uniform across the board end game - same stats, same damage, same abilities / features; especially when you take into account casual vs hardcore play styles since pets are your specific extenuation of your respective class / archetype. It’s my hope they they will take into account the player’s weapons / armor stats profile when calibrating pet strength, stats and even the addition of unique passive and active abilities. Pet classes seem to always be left behind when other classes benefit from their gear equating to increased damage mitigation, greater damage output and increased healing and weapon procs; while summoners / pet classes are uniform across the board, which I attribute to lazy devs. Vanguard Saga of Heroes was creative in allowing players to harvest grafts from unique monsters, which then unlocked new abilities for their pets. It’s my hope that with as in depth as AoC is, they don’t take the easy way out with regard to uniformity and lack of diversification among pet classes. Yes, I realize you can create unique combinations based on archetype, but a hardcore player’s pet shouldn’t be the same as casual players. Again, other classes benefit from raid loot with better stats awarded from gear translating into increased performance; the same should hold true with all pet classes. The easiest way to facilitate this is to calculate their pet’s stats off of the player’s avatar. I’d also love to see the option to unlock unique pet abilities from raid loot. A summoner in end game raided armor and weapons should unequivocally outperform a casual player in rare tier or equivalent gear. Another idea would entail collecting / harvesting rare materials from bosses / raids that are required to unlock new pet skills and or pet *tiers. I implore you AoC to elevate your pet classes; this game looks revolutionary on so many levels - get this class right!!
TriforCe wrote: » When games start imposing tons of content restrictions, this also *nerfs the fun / freedom / immersion factor. Restrictions are and always will be paradoxical in a fantasy based game and I don’t play them to be repeatedly reminded of this. The old school MMORPGs got it right with imposing minimal restrictions.