Pet Defenses

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Bozzax
Posts: 2654

Re: Pet Defenses

Post#31 » Sun May 17, 2015 2:03 pm

Incoming attacks % to crit?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Gorwe
Posts: 219

Re: Pet Defenses

Post#32 » Sun May 17, 2015 2:56 pm

Azarael wrote:Give me some credit, I've been implementing this stuff.

Let's take the example of Trained to Kill from the White Lion. Passes Str and WS bonus from items and talismans to the pet. This is all very well and good, but unfortunately:

- No Initiative
- No Toughness
- No Wounds
- No Armor
- No Resistance

The result? Total cockup.
TtK does not need those stats. You are meant to draw aggro in order to let your Lion do the dmg. Now we come to the really juicy part: "Trained to..." abilities need a rework. They're nonsensical really. Trained to Hunt is ok because it gives 50% of your bonus everything basically. But the other two? Let's see the intended gamepay style and the reality:

Trained to Threaten-Path of Axeman: Your pet gets tank based skills and 100% of your toughness and initiative(?).

Now, let's think about this for a moment. Path of Axeman is a path that focuses all the dmg to come from YOU and the lion becomes just a barrier. A lot of positional attacks etc. Now, in order to do your job properly you have to stack WHICH STATS? Strength, Weapon Skill, stats like that. Meaning that you will buff your pet's defenses(and it REALLY NEEDS them in this stance!) by a marginal amount at best. How does this make any sense?

Trained to Kill-Path of Guardian: Your pet gets extremely deadly skills and 100% of your Str and WS(?)

Path of Guardian is meant to be played so you draw aggro and act like a huge barrier(Baited Trap is prolly a must) while your pet claws right through them. In order to achieve this you will need a lot of stats like tough, wounds, init and strength(so you deal ANY damage). Gearing in Guardian is pretty complicated anyhow. As if it needed that nonsensical copy of stats from TtK. With it, the gearing is nigh impossible.

So, if I were you, I'd rework the base stats(which are low), make Trained to... just multiply pets stats(so TtK multiplies pet's Str/WS by at least 2x). But what of immortal pets? Make it so that pets get only 25% of AoE effects. This solves both the zerg problem and the heal to full problem.

That last paragraph is what I'd sincerely suggest you. It saves your brain from tumour generated by Mythic's stupidity. But man, were they dense or what?

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