It's been mentioned a number of times that a problem with pets is that they don't scale, and I have to agree. The design of stat buffs which pass a couple of stats from the master to the pet naturally causes a large disparity between pets and their masters as the master receives more and more stats from items.
I don't intend to solve this problem entirely right now, as it's not the time, but I do want to propose something simple: that pets receive their master's armor bonus and resistance bonuses from items in all cases, subject to a suitable scale factor, for example:
War Lion, Spiked Squig => receives master's armor and resistance bonuses
Horned Squig => receives double master's armor and half master's resistance bonuses
Gas Squig => receives 75% of master's armor and resistance bonuses
Thoughts?
Pet Defenses
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Re: Pet Defenses
They need love. Making pets % of owner entirely would be the best solution if you ask me because then they scale properly. I'd also like to see pets receive a % of heals (including over heals) that owner gets to prevent them from melting.
(No one likes to party with my pet so he gets no heals)
(No one likes to party with my pet so he gets no heals)
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Pet Defenses
I would prefer that stand-still pets (turrets/demons) got a minimal love, just that resummon them also heal them for a setted amount of hit points, so it would be a reasonable way to recall them for a last-ditch effort.
Also, the armour bonus for the Horned squig seems too huge for me, i would say that a 150% bonus its more than enough, as long as that pet is specifically used for disabling enemies, so making it so strong in a class that currently has so many ways to disable enemies seems a bit extreme.
Also, the armour bonus for the Horned squig seems too huge for me, i would say that a 150% bonus its more than enough, as long as that pet is specifically used for disabling enemies, so making it so strong in a class that currently has so many ways to disable enemies seems a bit extreme.
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Re: Pet Defenses
Im not sure i agree with you Aza, pets should be weak. I think the only way you are gona see how it works is on your test server, mayb use a melle sh stacked with armor tallies and see how hard it is to kill a gas squig, you dont want a sh or wl setting there pet on a player and sitting back as it does all the work as the pet is now nearly as hard to kill as a player.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
Re: Pet Defenses
but when you have classes like WL that are very reliant on pets do you thing they should be weak? wl was considered kinda garbage cause the pets were retarded as hell and died really fast

Re: Pet Defenses
Coryphaus wrote:but when you have classes like WL that are very reliant on pets do you thing they should be weak? wl was considered kinda garbage cause the pets were retarded as hell and died really fast
I think they should be weak because like i said above you dont want players sending in there pet and standing back as it does all the work and is hard to kill. I think the way to go is to remove the cast time making it instant and mayb remove or reduce ap cost.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
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Re: Pet Defenses
The design of pets should ensure that they scale properly with their master. As the master increases in durability, so too should the pet, so that its durability remains constant with respect to its master. If no such scaling is implemented, the pet's relative durability will decrease significantly as players acquire further bonuses from items, causing the mechanic to weaken as the player increases in power.Im not sure i agree with you Aza, pets should be weak. I think the only way you are gona see how it works is on your test server, mayb use a melle sh stacked with armor tallies and see how hard it is to kill a gas squig, you dont want a sh or wl setting there pet on a player and sitting back as it does all the work as the pet is now nearly as hard to kill as a player.
I'm not talking about creating pets which take exactly as long to die as their master, but equally, pets retaining their basic defenses (including Initiative) when players are rocking incredible attack power is a recipe for disaster. Pets should be weak but that should still be relative, and their durability should be managed by the amount of Wounds that they have (with my suggestion being to calculate wounds as a certain % of the master's) and not by making them DoK / WP heal batteries that take massive damage.
Re: Pet Defenses
I agree completely, what u suggest may well work very well. I guess the only way to see is by testing it on your test server, will be interested to see how it goes.Azarael wrote: The design of pets should ensure that they scale properly with their master. As the master increases in durability, so too should the pet, so that its durability remains constant with respect to its master. If no such scaling is implemented, the pet's relative durability will decrease significantly as players acquire further bonuses from items, causing the mechanic to weaken as the player increases in power.
I'm not talking about creating pets which take exactly as long to die as their master, but equally, pets retaining their basic defenses (including Initiative) when players are rocking incredible attack power is a recipe for disaster. Pets should be weak but that should still be relative, and their durability should be managed by the amount of Wounds that they have (with my suggestion being to calculate wounds as a certain % of the master's) and not by making them DoK / WP heal batteries that take massive damage.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder
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