MsSmart Posted September 29, 2020 Posted September 29, 2020 Hi: Been doing lots of safeguard missions, mostly at Peregrine Island, and noticed that if I could not one shoot an operations engineer, I would be rewarded with him deployi9ng a turret. Turrets are very tough, hit hard, and when eventually defeated awards nothing, a complete waste of time. The part that aggravates me, is when I kill the engineer the turret remains, now when I die, my pets dies too!, so my suggestion is this: Either my pets remain and clear the area (at least try) so I can rez safely or the Turret goes away when the engineer is defeated. Frankly, I like the idea that pets remains, if anything in an attempt to avenge me. Sue 4
Greycat Posted September 29, 2020 Posted September 29, 2020 I don't recall what the rationale behind the way this is set up is. But it is annoying. Happens with placed patches, too (they tend to go away when you're defeated.) You'll see this with phantasms (from Carnies) and stone pets (from Tuatha,) too. The other side that's annoying is the inconsistent "stop summons" rules. You can shoot a Rikti comm officer to keep the portal from spawning, or a Sky Raider engineer - but not a Death Shaman. 1 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
Dragon Crush Posted September 29, 2020 Posted September 29, 2020 I like the idea, although I imagine both PvPers complaining about it. Maybe if they could have the pets drop with player in arena or the PvP zones but stay up on streets or missions.
Grouchybeast Posted September 29, 2020 Posted September 29, 2020 18 minutes ago, Greycat said: The other side that's annoying is the inconsistent "stop summons" rules. You can shoot a Rikti comm officer to keep the portal from spawning, or a Sky Raider engineer - but not a Death Shaman. I mean...that seems pretty logical to me. :-) 1 Reunion player, ex-Defiant. AE SFMA: Zombie Ninja Pirates! (#18051) Regeneratio delenda est!
Razor Cure Posted September 30, 2020 Posted September 30, 2020 Biggest offender for this is the Drudges in Night Ward. Multiple hell hound pets, multiple shade minions things and multiple shadow field hold aoes. It just becomes insane!
Oubliette_Red Posted September 30, 2020 Posted September 30, 2020 (edited) On 9/29/2020 at 5:08 PM, Greycat said: I don't recall what the rationale behind the way this is set up is. But it is annoying. Happens with placed patches, too (they tend to go away when you're defeated.) You'll see this with phantasms (from Carnies) and stone pets (from Tuatha,) too. The other side that's annoying is the inconsistent "stop summons" rules. You can shoot a Rikti comm officer to keep the portal from spawning, or a Sky Raider engineer - but not a Death Shaman. Shot the Rikti Comm Officer? Nye! Those are my favourite pets on my Illusion Controller, confuse the Comm Officer, summons confused portal which proceed to spawn your own personal army of confused Rikti. Hilarity ensues. Edited October 5, 2020 by Oubliette_Red 1 1 Dislike certain sounds? Silence/Modify specific sounds. Looking for modified whole powerset sfx? Check out Michiyo's modder or Solerverse's thread. Got a punny character? You should share it.
TheSpiritFox Posted October 4, 2020 Posted October 4, 2020 On 9/30/2020 at 4:10 PM, Oubliette_Red said: Shot the Rikti Comm Officer? Nye! Those are my favourite pets on my Illusion Controller, confuse the Comm Officer, summons confused portal which proceed to spawn your own person army of confused Rikti. Hilarity ensues. New bucket list item 1 1
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