Vaknar wrote: » Interesting discussion to read through! I think you ask some excellent questions in your OP - George_Black wrote: » Why do you like combat pets? Why don't you like them? What are the benefits to the game? What negatives do they bring? These questions are great thought-starters for constructive feedback and conversations! However, I do think including "[So far only negative views] in your title might skew or affect the kind of conversations that happen here. Though, this may have been the intent 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?
George_Black wrote: » Why do you like combat pets? Why don't you like them? What are the benefits to the game? What negatives do they bring?
Freemeta wrote: » maybe intrepid could fuse combat pet and mount ?
Cravenos wrote: » Read many responses and i must say i agree with them that pets should stay on the summoners side and not to every class .
Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play.
Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet?
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion.
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion. Well, I like that we can equip and level the pets. I prefer if the 30% power loss is not a direct charge of power to the pet. Thus, the pet is kind of in isolation but would die without support from the player. I want to be able to level pets and then sell pets at max level etc. I want to be able to build the pets up and watch the pets grow. I want the pets to be useful but not more powerful than my toon.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion. Well, I like that we can equip and level the pets. I prefer if the 30% power loss is not a direct charge of power to the pet. Thus, the pet is kind of in isolation but would die without support from the player. I want to be able to level pets and then sell pets at max level etc. I want to be able to build the pets up and watch the pets grow. I want the pets to be useful but not more powerful than my toon. I'm not entirely sure what the direct transfer of power will be from player sacrifice to pet power but I don't see the pets being more powerful than the players. It's just a sacrifice X% to boost X%. Just more of an extension of the players versatility of class and design. Certain pets may have genetically exclusive traits/abilities if I am to go off your information about raising them. The player/host is ideally the primary.
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion. Well, I like that we can equip and level the pets. I prefer if the 30% power loss is not a direct charge of power to the pet. Thus, the pet is kind of in isolation but would die without support from the player. I want to be able to level pets and then sell pets at max level etc. I want to be able to build the pets up and watch the pets grow. I want the pets to be useful but not more powerful than my toon. I'm not entirely sure what the direct transfer of power will be from player sacrifice to pet power but I don't see the pets being more powerful than the players. It's just a sacrifice X% to boost X%. Just more of an extension of the players versatility of class and design. Certain pets may have genetically exclusive traits/abilities if I am to go off your information about raising them. The player/host is ideally the primary. Yeah I agree. I think we won't know the full scope until the live game. I think A2 will thrash out the actual details and a lot of changes will be made. Its pointless discussing the actual sums right now. Especially if the pet can be geared or bred differently by a breeder etc.
Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion. Well, I like that we can equip and level the pets. I prefer if the 30% power loss is not a direct charge of power to the pet. Thus, the pet is kind of in isolation but would die without support from the player. I want to be able to level pets and then sell pets at max level etc. I want to be able to build the pets up and watch the pets grow. I want the pets to be useful but not more powerful than my toon. I'm not entirely sure what the direct transfer of power will be from player sacrifice to pet power but I don't see the pets being more powerful than the players. It's just a sacrifice X% to boost X%. Just more of an extension of the players versatility of class and design. Certain pets may have genetically exclusive traits/abilities if I am to go off your information about raising them. The player/host is ideally the primary. Yeah I agree. I think we won't know the full scope until the live game. I think A2 will thrash out the actual details and a lot of changes will be made. Its pointless discussing the actual sums right now. Especially if the pet can be geared or bred differently by a breeder etc. I will make an interesting point though going back to your cleric + summoner point. Hypothetically, a cleric + summoner would be primarily a cleric first, with summoner like abilities while being able to potentially use cleric/summoner pets. We could see abilities come off as holy with spirit-like vfx such as a wave of holy spirits as an examples. Similarly yet quite different, a summoner + cleric would primarily be summoner first with the summons being more cleric-like with the allowance of similar pet types BUT they could also be allowed to use a larger range of pet types because primarily they are a summoner archetype. Hypothetically, we could see summons ranging drastically different while engaging with cleric-like VFX. Of course then we get into augments, religion etc. I do believe we will see summoner primary have some sort of advantage with obviously summons. The players that split their power could have a drawback if the pet dies with cool down from returning lost power. That's why the tug-o-war could be interesting in temporarily shifting a little extra power back and forth while not undermining the initial power loss of different summon strengths vs sacrifice. Also I will say with how players can group summon in sieges, I hope we see higher penalties for great battle summons like siege ogres or siege beasts brought into the battle field.
Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » Neurath wrote: » Enigmatic Sage wrote: » In my opinion, If the player has to sacrifice their own power to split their power so to speak it creates an interesting dynamic. The more powerful the pet, the weaker the player is on scale. I also like the idea of upkeep to maintain pet output and/or pet numbers to encourage more diverse playstyles with augments. Different pet classes or builds so to speak could have unique ways to upkeep pet through debuffs such as maintaining a bleed as the pet survives off of blood or even enemy corpses/souls for resource upkeep etc. Necromantic and nature could have entirely different upkeep methods for pets. I dont really think pets should be able to hold threat stronger than tanks or even be close to competing with them especially for PvE. Just game breaking and encourages solo play. So, you're happy for a healing pet to outpace a bard at healing or match a bard at healing and a dps pet to assist an actual tank (tank doesn't need much power just defence) and yet you won't let dps have a tanking pet? Honestly, I've seen a lot of broken pets in mmorpg's where the pet just tanks a group and the player sits back with their thumb in their a** while they melt the mob(s) lol. What an amazing skillset for such an immersive experience Then you got pets that can pull threat and aggro from the tank and hold it quite easily. It's awful in my opinion. I'd rather a tug-o-war of power shifting between the player and the pet. Bring some more risk to the players side to prevent such detrimental design to the game. I never mentioned anything about a healing pet outpacing a bard. To be honest, I feel there shouldn't be a healing pet especially to the degree you're imagining. Leave the healing to the players. Kind of reminds me of SWTOR where you could solo the first group dungeon with just a healer companion if you kited the boss around a pillar lol. That game definitely had its faults. A tank sacrificing their power for a dps pet seems like a weird take but I suppose in some ways the primary and secondary archetypes do cross at some point if that's how it is for the tank/summoner. I do like the idea of the players sacrificing X% of power for pet 1, Y% power for pet 2, Z% power for pet 3 etc. How that directly translates to the pet should be an interesting dev discussion when they get to summoner archetype. Who knows, maybe a tank/summoner just uses summons as the spell shape? maybe soak effigy? we'll have to see Yeah, I mean when I imagine a Tank Pet I think of the Dev Discussion on Tanks in general and how we all wanted Tanks to lose aggro sometimes to keep tanks on their toes. I envision the tank pets to use the same systems and not act like glue. Same applies to the tanks in general. Summoner with Cleric Secondary can match or surpass Bard Heals with Summons already. I see no reason not to have a healing pet that is actually capable of healing better than not. Would i advise these healing pets are able to heal anyone but the master? I'm not so sure. That's a fair point. A lot of tanking and threat management is very glue-like as you mentioned. This is why I mentioned the pet could be a spell shape or effigy. Maybe you summon an object that blocks for you or an animated "being", they're all shapes to me lol. Say you sacrifice 30% of your power to summon, you only have 70% left. Ideally it's the same thing, you're just creating two entities for the power split. The pet in most situations isn't going to be able to do more than the 30% power output you gave it. Just a different way to do the same thing essentially. Pet's can come in all different shapes and forms ranging from animals, beasts, inanimate objects like totems/effigies. etc. Add upkeep through output management and you got yourself an interesting dynamic in my opinion. Well, I like that we can equip and level the pets. I prefer if the 30% power loss is not a direct charge of power to the pet. Thus, the pet is kind of in isolation but would die without support from the player. I want to be able to level pets and then sell pets at max level etc. I want to be able to build the pets up and watch the pets grow. I want the pets to be useful but not more powerful than my toon. I'm not entirely sure what the direct transfer of power will be from player sacrifice to pet power but I don't see the pets being more powerful than the players. It's just a sacrifice X% to boost X%. Just more of an extension of the players versatility of class and design. Certain pets may have genetically exclusive traits/abilities if I am to go off your information about raising them. The player/host is ideally the primary. Yeah I agree. I think we won't know the full scope until the live game. I think A2 will thrash out the actual details and a lot of changes will be made. Its pointless discussing the actual sums right now. Especially if the pet can be geared or bred differently by a breeder etc. I will make an interesting point though going back to your cleric + summoner point. Hypothetically, a cleric + summoner would be primarily a cleric first, with summoner like abilities while being able to potentially use cleric/summoner pets. We could see abilities come off as holy with spirit-like vfx such as a wave of holy spirits as an examples. Similarly yet quite different, a summoner + cleric would primarily be summoner first with the summons being more cleric-like with the allowance of similar pet types BUT they could also be allowed to use a larger range of pet types because primarily they are a summoner archetype. Hypothetically, we could see summons ranging drastically different while engaging with cleric-like VFX. Of course then we get into augments, religion etc. I do believe we will see summoner primary have some sort of advantage with obviously summons. The players that split their power could have a drawback if the pet dies with cool down from returning lost power. That's why the tug-o-war could be interesting in temporarily shifting a little extra power back and forth while not undermining the initial power loss of different summon strengths vs sacrifice. Also I will say with how players can group summon in sieges, I hope we see higher penalties for great battle summons like siege ogres or siege beasts brought into the battle field. Well, a summoner+cleric can have dps minions (Death) or healing minions (Life) but, there are also two other augment schools hidden for Cleric. As you say, augments can come from elsewhere too. So its a difficult one to call but Summoner can replace any other class in a group - including support classes. Summons and pets can't buff others or the master so that means these creatures must only heal. So, its difficult to know until we see summoner in action.