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Thread: Improved Pet Attention

  1. #1

    Improved Pet Attention

    Will this be getting a cool down as well? Pointless having CC tools against pet professions when they are removed faster than i can spam them.
    Hellrule 220/30/70 - Your future Crat Dictator
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  2. #2
    You mean, because pets have abilities to regularly counter these already?
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  3. #3
    Hence, the short cool down. 5-10 seconds is more than reasonable. In mass pvp this is less useful, but in duels a valuable parts of toolsets is completely useless.
    Hellrule 220/30/70 - Your future Crat Dictator
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  4. #4
    If pets will have less than 3k-4k NR in the future then no, IPA shouldn't get a lockout imo.

  5. #5
    Roots and snares will have a cooldown. This has not been mentioned too.
    Hellrule 220/30/70 - Your future Crat Dictator
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  6. #6
    As far as I'm concerned, they can as well remove IPA completely, as long as pets can't be chain rooted/snared/calmed by several people and also, if they get some reasonable chance to counter these from time to time.
    Proud member of Shadow Ops
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  7. #7
    Quote Originally Posted by Hellrule View Post
    Will this be getting a cool down as well? Pointless having CC tools against pet professions when they are removed faster than i can spam them.

    pets in generall are super easy to calm and root, way too easy and should not made worse for pet proffesions, evrytime u root a pet, the owner gotta change target and deroot. for a mp they got 3 pets to deroot, cc and especially aoe cc is OP

    with the problems with pets and pathing today, it would be a better idea to make pets unrootable

  8. #8
    It's all about comparsion here. If you expect your opponent to spam aoe snares/roots while target player does nothing but standing still - maybe pets should be unrootable, yes. But in normal combat situation - if you can pop aoe roots/snares on MP - then MP can pop NSD/NSD proc back on you. NSD barely lands? Well, professions that hav aoe root/snare got better things to do instead of spamming their CC tools nonstop against pet prof aswell.

    If we're talking about mass PvP situation - then, aoe roots will always be there since its pretty important tool of crowd PvP, especially when versus many melee professions.

    Imo, if you're thinking about making pets more resistant against roots/snares - then just put short immunity effect on those after Impoved Pet Attention was casted. That will give pets extra time to do their job, prevent CC players from disabling pets entirely, as far as give pet prof time to execute other nanoprograms while pets are immune.

    Making pets totally immune to roots/snares will just raise amount of kiting, nothing more.
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  9. #9
    Oh dear god no. IPA made playing a pet profession in pvp bearable.
    Waiting for a cure.

  10. #10
    I think it's certainly the case that when the changes on hostile nanos happen - including cool-downs - there will need to be a complete set of adjustments made that will have to include looking again at removers and immunities... but probably also at att/def skills values for nanos too.

    That will be true of all hostile nanos, including crowd control, NSD, trader debuffs, init debuffs etc etc... and may also extend to other stats that should control casting such as nano-costs, nano delta etc.

    It's also the case that, since the pets are going to be rebuilt to bring their defences into line with those of players, that will also have an effect on how the overall balance of such things works out... though I'd note that it's just as important that a process is put in place that automatically increases pet stats in line with future player inflation.

    In the end, a new overall balance will need to be found. It's going to be a major piece of work for the devs to design. But the key thing will be that they should have better mechanics and better stats/values to use in order to get to that balance point.

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