George_Black wrote: » Tldr. "The visual clutter that is combat pets needs to be implemented properly". Moving on.
unknownsystemerror wrote: » Noaani wrote: » Like others, my issue with pets is that in every game I've played they have either been pointless (Archeage), or required (early casters in Rift). If pets are going to be a thing, having one up should slow your casting, or lower your damage - or something similar. Make it so having a battle pet is a trade off, you lose some of your power, but in return you gain that pet that may have abilities you don't. This makes it an actual choice, which is far better than either worthless or required. Like most things, it has been discussed and put out there already. People tend to comment first, and research last. Most of the previous posts in this have already been ruled out or debunked. But hey, why stifle discourse. Let your freak flag fly.
Noaani wrote: » Like others, my issue with pets is that in every game I've played they have either been pointless (Archeage), or required (early casters in Rift). If pets are going to be a thing, having one up should slow your casting, or lower your damage - or something similar. Make it so having a battle pet is a trade off, you lose some of your power, but in return you gain that pet that may have abilities you don't. This makes it an actual choice, which is far better than either worthless or required.
Vaknar wrote: » How would you like to see Combat Pets implemented into Ashes of Creation?
unknownsystemerror wrote: » Noaani wrote: » Like others, my issue with pets is that in every game I've played they have either been pointless (Archeage), or required (early casters in Rift). If pets are going to be a thing, having one up should slow your casting, or lower your damage - or something similar. Make it so having a battle pet is a trade off, you lose some of your power, but in return you gain that pet that may have abilities you don't. This makes it an actual choice, which is far better than either worthless or required. Like most things, it has been discussed and put out there already. People tend to comment first, and research last. Most of the previous posts in this have already been ruled out or debunked. But hey, why stifle discourse. Let your freak flag fly. Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[1] – Steven Sharif Combat pets generally have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[2][3][1][4][5]
Spif wrote: » One thing that I do *NOT* like about pets is visual clutter.
unknownsystemerror wrote: » Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[1] – Steven Sharif[2][3][1][4][5]
Freemeta wrote: » maybe: to avoid visual clutter and micro management: Combat Pet could be an augment a skill or a proc: summon Combet Pet fighting for you for 10s to 20s or using his special abilities and disapearing.
Neurath wrote: » Sounds like a summoner with a tank combat pet and a dps or healing summon will be a beast of a soloer.
Vaknar wrote: » Interesting discussion to read through! Another question I might add to this thread is - How would you like to see Combat Pets implemented into Ashes of Creation? Or "In what ways have you seen combat pets utilized well in other MMORPGs?
Another question I might add to this thread is - How would you like to see Combat Pets implemented into Ashes of Creation? Or "In what ways have you seen combat pets utilized well in other MMORPGs?
Sweatycup wrote: » Can we ban necromancers from using combat pets and summoning since this is OP, thanks.
Aszkalon wrote: » Sweatycup wrote: » Can we ban necromancers from using combat pets and summoning since this is OP, thanks. There would be no Point in being a Necromancer if one can not raise undead Minions/Summons to fight for himself, though ... ... 😅