R62 Summons Pet Balance & Lack of Descriptions

Discussion in 'General Discussion' started by Mangar, Feb 2, 2019.

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  1. Mangar

    Mangar Avatar

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    Hello Groovy Cats,

    R62 promised to make out Summoned Pets more usable, better, more powerful so we would actually use them.

    "Summoned Pet Balance: A pass was made to improve the summoned pets from the magic schools. Changes will vary from pet to pet but generally include increased health and strength. For casters that specialized in a school with a summon, they will find their pets have additional bonuses that vary by type"

    Yes!! and IF you specialized in a School it would be even MORE wonderful.

    Ready !!


    So my summon Earth elemental has same HP as before R62 and hits for 2 - 4 HP more than before... ???
    DO the Devs even play their game, are u serious with this waste of time. Not only was R62 very lacking but the Few things you promised to improve were a FAIL.

    I'm so F'en Sick of the Anonymous & Ambiguous Descriptions of a lot of the Important game function in SoTA, it's so dumb & backwards. You want the players to see how things affect your character through descriptive labeling not make them confused and guessing.

    --- if you Specialize you will Find your Pet has Additional Bonuses that Vary.

    C'mon, why not list EXACTLY what you changed so we can them play our toons in accordance - all this does is frustrate and lead to a Very low population in game.

    Same with he Dex changes, the Tool Tip was NOT updated and WE have NO IDEA by HOW much our Melee Crit Chance and Spell Crit Chance are INC. Frickin pathetic and angain DUMB. Yes you can figure these out Manually BUT WHY, why can't this Information be shown nicely in a Vibrant easy to look at "Character Sheet"

    This is a Issue that WILL KILL SoTA, no MMO I've ever played and I go all the way back to UO and Asheron's Call, Ever Quest & the Like has done Stupid **** like this, it's self destructive. It's like selling a (insert here what ya want) with Very Very limited instructions. Your product would be a FAIL..

    $200 K almost raised in January 2019, and why can these things be in place exactly...
     
  2. King Robert

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    I too was like “this is stronger how” when I summoned my air elemental. I have 260 attunement in air and am level 106 in air specialist. My elemental should be able to help. He does nothing but amuse me, because he is so weak after being purported to be fixed. Great post and a great expression of what frustrates many of us.
     
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  3. Arkah EMPstrike

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    Yet, others claim thier summons work better.

    Has there been bug reports or only table crushing ranting?
     
  4. Arkah EMPstrike

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  5. Rook Strife

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    Honestly how can you even be surprised.

    This game by far has the worst overall combat experience I have ever played.

    It boggles the mind how a team of experienced developers cannot manage to implement a basic, functioning all around combat system.
     
    Last edited: Feb 2, 2019
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  6. King Robert

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    When one of the best, most experienced and smartest players in the game points this out, we as a community ought to listen. No? Obviously, anyone who cannot learn from the experience and genius of anther, offered for free, cannot survive long. Listen, learn. I do. Every day.
     
  7. thesometimeslurker

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    They definitely should post the list of changes they did to summons on their first combat pass with them. I really hope they don't stiff the tamers when the first taming combat pass happens.

    Here's the changes I have found so far in terms of specialization benefits:

    Daemon: Doubled damage, Daemon Chaos ability stacks up to 3 times. Daemon Chaos is still bugged to not scale.
    Chaotic Clone: Only the bugged stealth benefit. Nothing else changed.
    Undead Summons: Doubled damage, increased damage resistance. Skeleton Mage's Fire DoT stacks 3 times.
    Wisp: Increased health, faster casting time. Debuffs are still not scaling.
    Water Elemental: Doubled healing output.
    Ice Elemental: Unknown.
    Earth Elemental: Increased damage, increased damage resistance.
    Phoenix: Bugged. Is not getting anything from specialization.
    Air Elemental: Doubled damage. Unsure of anything else.
    Fire Elemental: Doubled damage. Not sure if gaining anything else.
     
    Last edited: Feb 2, 2019
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  8. Mangar

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    Thank you Perashim, BUT this INFO should be available as a mini character sheet when moussing over a Summoned.

    It should include:

    1. HP
    2. Resistances to all magics
    3. Physical Resistance
    4. Damage Range
    5. Crit chance
    6. Crit Dmg Multiplier
    7. Dodge & Avoidance chance.
    8. Any Special abilities & it's stats.
     
  9. thesometimeslurker

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    I 100% agree that the summoning glyph should tell you what you can expect from that summon, or at least have a pet character sheet that displays all of this.
     
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  10. Jason_M

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    Imagine if there was a handbook in your backpack that had a bestiary that could be updated with patches. A short paragraph could accompany each entry giving hints about the lore or unique abilities of each monster. The entries can be written from the (imperfect) perspective of a famous Novian explorer with pesudo-Victorian name.
     
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  11. SteelCore

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    For earth elementals with earth specialization its clearly visible that it scales properly now.
    It can take down every mob in elysium mines now while i can mine up all nodes without getting interrupted anymore. Even 2 mobs at once if i cast a soothing rain on it in advance. Highest damge so far versus a satyr archer was a 132 crit hit.

    I like it now.
     
  12. thesometimeslurker

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    Sounds like my Undead pets! :)

    Highest my Lich has done was a 268 crit!

    Unfortunately, it looks like the Undead Mastery passive wasn't touched, otherwise they would get a bit more damage and health, but at least the damage resistance from the specialization is helping.
     
  13. kaeshiva

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    I definitely notice the earth pet actually hurting things now. It takes him a long time to decide to wander over to stuff, and his attack speed is pretty slow,so still not useful in most situations (I kill most things before he can really engage them), but I can see some situational use for it, now.

    Looks like the Phoenix got missed completely though, its still hitting for a sad 11 damage average at level 120/GM spec.
     
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  14. Death Magnet

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    I have know idea of who you are talking about, are they mentioned in this thread?
    Would help me to understand what you are saying.
     
  15. thesometimeslurker

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    Yeah, the phoenix, wisp, and daemon got stiffed the most. The same could be said for Death summons' Undead Mastery, but that can be partially mitigated by using the Ancient Staff of Death.
     
  16. xadoor

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    yeah, thou I'm not as redfaced as the OP about it I did bug the lack of tooltipping around these changes. Also, I totally get not making huge changes, this dex change seems to have been so small as to not have been anything at all. Perhaps its a new knob @Chris can turn and he just initialized it at 0? A comment from him saying its working as intended or not would go a long way to making me happy(which is super important to me).
     
  17. Barugon

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    Art thou red-faced? Think ye not.
     
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