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#61 |
Loremaster
Join Date: Apr 2005
Location: Seattle, WA
Posts: 258
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![]() I'm going to have to agree with Summona here. Experienced raid conjurors will see a modest increase in their DPS at best. It's the poor-mediocre raid conjurors that will see a drastic increase in their dps parse, and that seems to be what a lot of people who don't like the change have a problem with.
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#62 |
Loremaster
Join Date: Apr 2005
Location: Seattle, WA
Posts: 258
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![]() In the meantime, before the change goes live, a word of advice: Call Servant is your friend. :smileywink: |
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#63 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() I agree, that those who are skilled in pet usage will see only a modest increase in DPS with LU31, simply, because some time you have to pull the pet back - e.g. because of a damage shield or because a damage/death preventer is not up in an AE fight.The main problem for me is, that it'll be very easy DPS with the mage pet staying ranged, easier than any wizard or warlock is able to earn it. And this will lead to class balancing from my point of view (mage pet damage adjusting). Aggro is simply a non issue for conjurors in a good raid setup, if the mage pet stays alive. And this will be trivialized.When the scout pet damage had been tuned down a couple of LUs before, the developers stated, that the mage pet got higher damage potential, because it's harder to handle and more fragile. And now with LU31 ? Mage pet doing more damage than scout pet and easier to handle as well ? I don't think this will last long.Which arguments do we have to stay on top of the parse after LU31 ?
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#64 |
Loremaster
Join Date: Apr 2005
Location: Seattle, WA
Posts: 258
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Come to think of it, if you're outside AOE range, properly positioned behind the mob so that ripostes aren't an issue, and have the AOE's properly timed then jousting amounts to:/pet backoff + Call Servant + /pet attack (after the AOE fires)And this is the m4D Sk1Lzz that you all have your panties in a bunch over???
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#65 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() At least it's enough skill needed to make average conjurors parse very low with mage pet or even force them to switch to scout pet because they can't handle. Not to worry about the pet is one less thing to have to think about, so it's getting easier, you can't argue that.Class DPS is balanced across all board, across all playstyles, across all player capabilities. The DPS spectrum of conjurors is very broad and I think that's the sole reason why the best conjurors in raids are able to battle for #1 parse spot. Because in the end, across all board it's balanced. After LU31, the average damage dealt by conjurors will go up thus causing imbalance. Message Edited by Renpatsu on 01-24-2007 04:49 AM
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#66 |
Loremaster
Join Date: Apr 2005
Location: Seattle, WA
Posts: 258
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![]() If that was their reasoning at the time, then I can see how that might be a cause for concern. I guess since I started playing back in the days when our DPS pets were useless and the tank pet was terrible at holding aggro against linked mobs, I have trouble getting all that worked up about the various adjustments the devs have made since fixing us in LU13. |
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#67 |
Loremaster
Join Date: Jun 2006
Posts: 71
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![]() Indeed this is changes, but do anyone have a link for this change Anyone got an idea when its going to hit test or Live?
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#68 |
Loremaster
Join Date: Nov 2006
Posts: 336
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Yes, you have been much better lately. Thank you. |
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#69 |
Loremaster
Join Date: Nov 2004
Posts: 31
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![]() In the Testing Update Notes all I can see is... *** Pets ***
What about the change that started this thread? A fix such that the mage pet does run into melee range? Sony, this fix is an essential and needed improvement; please ensure this makes it into the game...
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#70 |
Loremaster
Join Date: Nov 2004
Posts: 7,459
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No it isn't.It is a widely desired improvement, provided there are not DPS damaging repercussions following it's implimentation.It is certainly not essential or needed.Is there anyone here not able to get to the top of the parse right now? . . . . class? . . . . . anyone? . . . . . Bueller?*crickets*
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#71 |
Loremaster
Join Date: Jan 2005
Location: Rhode Island
Posts: 121
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I always considered the mage pet running in close to mobs a "bug", since mages are supposed to cast and fight from a distance, end of story. Think about it, if you saw a wizard in a group/raid running in to hit a mob with a dagger everyone would think he's nuts and didn't know how to play his class. It's about time they fixed this; Please SOE make this change!
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#72 |
Loremaster
Join Date: Jan 2005
Posts: 568
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The Mage pet was perfect where it was, and changing it is going to bring Hellfire and Brimstone down on our class from EVERY other class. |
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#73 |
Loremaster
Join Date: Dec 2004
Posts: 213
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Even if they only fix the pet not being able to attack issue with terrain elevation I can hardly wait for the next GU
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#74 |
Loremaster
Join Date: Nov 2004
Posts: 60
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![]() This change to the pet is going to be a toggle, u can have it on or off, up to each individual. You wanna joust then u can, u dont wanna joust then dont. If they nerf the Mage pets damage because of this then I do not want this to go live. However if it is a toggle and the damage goes up if u turn it off and the damage goes down if u turn it on then noone is going to use it so it becomes useless as everyone will keep it turned off to get max damage. I'm hoping that SoE will not nerf the damage as we need a little love and this is it. I would think that SoE would inform us if a nerf goes thru because it will become apparent very quickly to us Conjurors that they have nerfed the Mage pet, Ye Gods we waited a long time for this to happen, and yes I always considerd this a bug as well. The Mage pet only runs in when his timers are down as soon as they are up he starts casting again. So what is the difference, apart from it dieing. If its stood next to the mob it will cast when its timers are up, if its standing next to u it will still only cast if its timers are up. The only difference wil be jousting to avoid dying.
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#75 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() Well, making something artifically harder for myself compared to one who doesn't, with roundabout the same outcome, is pretty useless. I am happy to invest skill to get an outcome in damage or so. If the difference doesn't show, what's the point in investing jousting skill ?According to SoE not informing us: Perhaps they don't even plan to decrease the damage now, but the other classes will urge SoE to do so. Imagine a Necro with Lifeburn/Undead Tide running, in FD (whereas FD is not even necessary with a guardian as tank) with mage pet out happily casting without it dieing - that's just the extreme example of summoners getting a high benefit of this.And concerning your last lines ... well, the pet dieing is the biggest downside to our DPS. The 'fear' to lose your pet and knowing that the mob will come right for you if it does, is an essential part of being a summoner for me. Sometimes it's a gamble: will the mob AE go off or not - shall I risk the mage pet being close or not ? Especially for those rare AEs. Furthermore, every pull back of the pet costs DPS, it's not much, but it is a bit.
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#76 |
Loremaster
Join Date: Feb 2005
Posts: 214
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ok , i was wrong , screen shot this for future points where ive been wrong.Conjurors will still joust sometimes , and they can range like they should have been the whole time. class balance , **conjuror - necro**
Message Edited by Traxor789 on 01-26-2007 02:38 PM |
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#77 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() All pet spells are 30 metres.
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#78 |
Loremaster
Join Date: May 2005
Posts: 1
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Meleeing mage pet is just dumb. They have no melee dps, they have no hit points and them going in to melee is just dumb. Im glad they won't run in anymore. Now maybe they wont die as soon as you cast them on raids.
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#79 |
Loremaster
Join Date: Jul 2005
Posts: 19
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This just in: all people who play Conjurors in EQ2 may now cut to the front of the line in any store that sells EQ2."OMG, what? That takes the skill away from standing there and being patient for the check writer in front of us!"You realize, people, that you're complaining about not having to smash buttons. No matter which way you look at it, your "skill" is all about the fact that you smash buttons better than "non-raiders" - effectively bragging that you're better at smashing buttons than "the casuals." Seems to me that you're more angry about the fact that your leet button smashing skills may be challenged by people who aren't as good at smashing buttons. And quite frankly, to complain about something that helps casuals simply because you have raider arrogance is inappropriate.But of course, seeing as it is only my opinion on the subject, I really don't care if you disagree with my assessment of the situation.
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#80 |
Loremaster
Join Date: Dec 2004
Posts: 1,317
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A: You want button mashing, go play a Wizard or Warlock. There's actually thought and strategy involved with the Summoner class, learning how to manipulate your pet as well as your own "button mashing"B: This isn't about raiders vs casuals. As you can clearly see there are a few raiding people who dislike the change and other raiders who are in favor of the change, right alongside the quote on quote "casuals". However, the overwhelming majority of posters that PLAY A SUMMONER (<< key words here) are in favor of the change.C: No one takes your comments seriously when you post anonymously, because who are we to know whether you actually play a Summoner, well it's really more a change favoring the Conjuror's, or are out for our blood because you feel threatened by our current dps ability.
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#81 |
Loremaster
Join Date: Feb 2005
Posts: 214
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The way I understand it , they are making it where you can leave your pet how it is or /pet_melee or ranged /pet_rangeso everyone is happy
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#82 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() Before you post something like 'so everyone is happy' be sure, that you read the posts in this thread ...It's easy mode for conjy and my bet is on mage pet balancing if this goes live: 'so everyone is happy' :smileywink:
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#83 |
Loremaster
Join Date: Dec 2004
Posts: 215
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![]() I don't love the change, because it's another way of making the game easier than it already is. I did like the fact that I had to learn when to joust the pet back and forth, time when I was going to use Vehement and Intercede... When I try to analyze this, I don't see that conj dps will increase, but that it will be easier for more conjs to reach our top potential, giving marginal players the most benefit. The mage pet doesn't run in until its recast timers are down. When we pull it back while it's timers are down and it's not casting, we're not wasting much casting time so the dps loss isn't great. There is some recast timer overlap where dps is lost - and this is where dps will be increased. On the other hand, for those who didn't want to take the time to learn to joust, and just dealt with the scout pet or dead mage pets, this change will help immeasureably. They'll be able to set the pet at max range and let it auto-attack to its full potential. Essentially, half our dps now is auto-attack mode - set the pet and forget it. The more I think about it, the more OK I am with the principles of the change. I mean, EQ2 is not EQ - it's geared to the more casual gamer and I can understand making the game more accessible to more players. I am concerned that as more conjs are seen doing top end T1 damage, the cries for nerf will come from the rest of the community.
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#84 |
Loremaster
Join Date: Feb 2005
Posts: 214
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Id be in for letting them leave it the same if i could get back that cool ability I had in the original game or in t5 where i could target something and send my pet at it no matter what :smileysad:pet pull ftw
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#85 |
General
Join Date: Apr 2006
Posts: 7
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/agree Summona :smileyvery-happy::smileyvery-happy::smileyvery-happy:
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#86 |
Loremaster
Join Date: Nov 2006
Posts: 336
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#87 |
Loremaster
Join Date: Nov 2006
Posts: 336
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![]() Supernova17 wrote: It all boils down to button mashing, dude. Press the buttons in the proper sequence as fast as you can. This isn't playing the piano or anything. Hath had an excellent point, and he is on your side. Why are you arguing with him? I don't have time to make up a sig. Does this mean that I write all these posts as a wizard or something? |
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#88 |
Loremaster
Join Date: Oct 2005
Location: Germany
Posts: 188
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![]() In comparison to Summona who states 'everyone is happy', I am not saying 'none is happy'. Those absolute statements are just worthless, it's a discussion with pro and contra. So your advise is just as much worth.After the change, the raiding conjy exactly plays like a wizard ... exciting, eh ? If I wanted to play a wizard, I would've rolled one. For me personally, with such a change, playing a conjy will be more boring, yes. And yes, I am of the opinion that the mage pet damage will be tuned down, as the mage pet is easier to play as scout pet then and more conjurors will reach top DPS. And this isn't exactly far fetched, because of the very reason that the mage pet is harder to play, the scout pet damage was tuned down quite a bit, while the mage pet damage wasn't touched. Message Edited by Renpatsu on 01-29-2007 07:11 PM
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Ceneen, Warden of Elysium on Lucan D'Lere |
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#89 |
Loremaster
Join Date: Jan 2005
Posts: 60
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![]() I think the people not liking this change should look at it like this: In a group/ raid you want your mages to stay out of melee/ AE range, right? What would it be like in a raid to have to say 'Stay Back' everytime all of your mages ran in to melee the mob? EVERY time, and not just once per mob, but maybe 5 times or so per mob? The tanks, healers, scouts, wouldn't be very happy with all of the mages in the raid i'm guessing. So to be able to say at the beginning of the raid 'Hey, all you mages stay out of melee/ AE range', and have them do it, seems like a good idea to me. Why this is even an issue, i don't know. The mage pet doesn't run in to melee and die one AE later, taking your conj out of the raid for at least 20 seconds to recast and buff the pet....sounds to me like something everyone in the raid can benefit from.
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#90 |
Loremaster
Join Date: Jan 2005
Posts: 568
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![]() That 20 seconds is supposed to be our check against insane DPS. Especially in unavoidable AEs and such. Now, as it looks, we might not have that check, which means nerf inc on the Conjuror. Hope everyone is happy for what they wish for.... |
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