heyedwin Posted February 20 Posted February 20 (edited) Could we please have the health pool of these pets removed, that provide buffs, or at least set it to infinite so they can't die? noncombatpet.mp4 Edited February 20 by heyedwin Added more words, lol. 1
FupDup Posted February 20 Posted February 20 Infinite would make them a must-have for free extra stats. But I agree that they do die too easily. I think they should have enough HP to take a few light hits so they can better fill their role of making the early game a bit smoother. Maybe a threat reduction or even minor stealth to reduce how quickly they got spotted/focused down. But they should still be killable so that they aren't just a free bag of extra defense in the late game. 2 1 .
Rudra Posted February 20 Posted February 20 Well, the P2W buff pets have 1 HP and I believe -10,000% resist all. (Maybe it's only -1,000% resist all?) So yeah, having at least some ability to survive someone in the same room sneezing would be nice. 1 1
Lockely Posted February 20 Posted February 20 I swear those little guys have a taunt. I'll send my MM pets in guns blazing, aoe web grenade down, me dropping a big ball of energy and like three enemies will snap to my tiny clockwork and evaporate it just for existing. 2 Lockely's AE Tales: H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)
Random Robot Posted February 20 Posted February 20 (edited) I'd love it if they were more robust. Infinite health is a bit much but maybe give them soft capped def and/or stealth? That way they can still get hit and die in one shot but it's much less likely to happen. As they are now they're not really worth the effort of summoning which is a shame because I like having them around. edit: I'm reasonably certain they actually do have a higher base threat than most some ATs. Edited February 20 by Random Robot 3 "Minimal FX Everything!" I love this game. I'm eternally grateful that it was brought back. "It's not enough that I win, somebody else has to lose" is not the attitude of a Hero.
Sunsette Posted February 20 Posted February 20 49 minutes ago, FupDup said: Infinite would make them a must-have for free extra stats. But I agree that they do die too easily. I think they should have enough HP to take a few light hits so they can better fill their role of making the early game a bit smoother. Maybe a threat reduction or even minor stealth to reduce how quickly they got spotted/focused down. But they should still be killable so that they aren't just a free bag of extra defense in the late game. Honest question as someone that's barely even tried using these: If they seem to attract aggro extremely well (as my experience does suggest) and they die even better (seems objectively true), then they've never served in the role of a meaningful helper for anyone anyway -- wouldn't it be better if they were non-combat outright? I can only imagine a niche scenario of a defensive AT in a group backlining with one of these and benefitting from them. I kinda feel like we don't need any other weird temp power bandaids for the early experience -- maybe other fixes, sure, but not more temp powers. Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
Oubliette_Red Posted February 20 Posted February 20 17 minutes ago, Lockely said: I swear those little guys have a taunt. I'll send my MM pets in guns blazing, aoe web grenade down, me dropping a big ball of energy and like three enemies will snap to my tiny clockwork and evaporate it just for existing. They make perfect cannon fodder and distract the enemy. 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.
Rudra Posted February 20 Posted February 20 21 minutes ago, Sunsette said: Honest question as someone that's barely even tried using these: If they seem to attract aggro extremely well (as my experience does suggest) and they die even better (seems objectively true), then they've never served in the role of a meaningful helper for anyone anyway -- wouldn't it be better if they were non-combat outright? I can only imagine a niche scenario of a defensive AT in a group backlining with one of these and benefitting from them. I kinda feel like we don't need any other weird temp power bandaids for the early experience -- maybe other fixes, sure, but not more temp powers. I have a couple /Traps MMs that can (sometimes) keep the P2W buff pet alive. (And so far? Only my MMs have had any luck at keeping the P2W pet alive for any amount of time.) At low levels, the pet was actually rather helpful (if I could keep the pet alive). In order to keep the pet alive, the enemies have to use no AoEs (at all because P2W pet is guaranteed to die in an AoE), the P2W pet has to be summoned last (if you have other summon powers) and behind the character, and the P2W pet has to always stay behind the character. If the pet moves even a little bit forward? Pet gets shot and destroyed. If you don't maintain a relatively constant stream of damage on all foes? Pet gets shot and destroyed. At higher levels, the buff the P2W pet gives is almost unnoticeable. So I eventually just stopped summoning the pet (even though the pet is part of the character's concept/appearance) because the effort it took to hopefully keep the pet alive was a lot of work, for it only to fail waaaaaayyyyyyyyy more often than not. (Personally? I wouldn't mind a non-combat version that didn't disappear every time I changed locations and couldn't be harmed but went away if my character was defeated, happily trading away the combat buff for the thematic appearance.) 4
Sunsette Posted February 20 Posted February 20 (edited) ...The order in which it is summoned matters? Wow, I never thought I'd see another Wi Flag. Yeah okay. Seems pretty cottage-rule safe then. I'd love it if these were non-combat only, every time I go away from the game for a long time and come back I'm like "ooh! little robot drone! Why didn't I use this before?" and then little robot friend insta-dies, having drawn the ire of random enemy from 60 feet away after I shot his buddy, and I mentally remove little robot friend from my concept. Edited February 20 by Sunsette 1 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
Random Robot Posted February 20 Posted February 20 10 minutes ago, Rudra said: (Personally? I wouldn't mind a non-combat version that didn't disappear every time I changed locations and couldn't be harmed but went away if my character was defeated, happily trading away the combat buff for the thematic appearance.) This would be great, I'd love to see the mechanics of vanity pets spruced up a little to make summoning them a little smoother and to keep them around when you changed zones. They can be an important part of a character's theme and it's a shame they're so clunky to use. 1 "Minimal FX Everything!" I love this game. I'm eternally grateful that it was brought back. "It's not enough that I win, somebody else has to lose" is not the attitude of a Hero.
Rudra Posted February 20 Posted February 20 (edited) 13 minutes ago, Sunsette said: ...The order in which it is summoned matters? If you have multiple summons available, the other summons can shift the P2W pet forward, and the P2W pet is not subject even to MM commands. And the only real chance of keeping the P2W pet alive, at least at low levels before AoEs become prolific, is by keeping the P2W pet as far behind you as you can manage. (Edit: I can't recall how often I've tried to have my MM re-position the P2W pet to keep said pet alive, only for said pet to not comply and then promptly die.) Edited February 20 by Rudra
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