Shattered Kingdoms

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 Post subject: Re: Pet tweaks
PostPosted: Sun Aug 21, 2011 7:28 am 
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Joined: Fri Mar 11, 2011 8:45 am
Posts: 184
The seaside pets needs to have their actions changed since they are no longer flying.


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 Post subject: Re: Pet tweaks
PostPosted: Sun Aug 21, 2011 8:18 am 
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Joined: Mon Apr 06, 2009 2:36 pm
Posts: 229
Priests/bards/rogues can't do much solo. Maybe the point cap should be increased so a pet can rescue and bash. Buying one pet to bash a wall and then another to rescue sounds like a bit much. Especially if that wall goes back up when the area respawns and it takes too long to get the new pet.

Also, does that mean their HP/PE/hide/price/fly/ect will be standardized? That would make the most sense since some pets are just flat-out useless now. Or will there still continue to be pets that are simply better than others? Which is essentially what people were complaining about. Particularly the ones in tribunals that have the ability to cast buffs on their pets I bet.

What about other charms? Elemental, Losquaty/Lathron/Waish, dominates, tribunal NPCs, ect. Will they be having points introduced so they can only perform one command? They seem OP with everything they can do. Please balance this.


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 Post subject: Re: Pet tweaks
PostPosted: Sun Aug 21, 2011 8:48 am 
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Joined: Sat Sep 05, 2009 2:21 pm
Posts: 123
SK Character: Algorab
orius wrote:
Priests/bards/rogues can't do much solo. Maybe the point cap should be increased so a pet can rescue and bash. Buying one pet to bash a wall and then another to rescue sounds like a bit much. Especially if that wall goes back up when the area respawns and it takes too long to get the new pet.

Also, does that mean their HP/PE/hide/price/fly/ect will be standardized? That would make the most sense since some pets are just flat-out useless now. Or will there still continue to be pets that are simply better than others? Which is essentially what people were complaining about. Particularly the ones in tribunals that have the ability to cast buffs on their pets I bet.

What about other charms? Elemental, Losquaty/Lathron/Waish, dominates, tribunal NPCs, ect. Will they be having points introduced so they can only perform one command? They seem OP with everything they can do. Please balance this.



Okay here's a brief rundown without giving away too many details:
Bash is based on class - so a pet that can bash will still be able to rescue.
Aside from that, pets are situational - you won't have a bashing flying pet, you won't have a bashing mountable pet.
You could find a pet that has protection/sanctuary/ironguard/haste(not all, but some of those)...but they won't be able to bash or fly or be mountable.

It all depends on what you're looking for.

Charms are not/will not be affected.


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 Post subject: Re: Pet tweaks
PostPosted: Sun Aug 21, 2011 9:23 am 
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Joined: Mon Apr 06, 2009 2:36 pm
Posts: 229
Okay..well.

Algorab wrote:
Charms are not/will not be affected.


Why not? Classes who get multiple charms weren't hurt by this change. Shouldn't their abilities also be situational? For all the NPCs you can charm/conjure, you only ever see fire elementals, Losquaty, ice wights, ect. That was the situation with pets and I'm guessing this new system is meant to diversify what pets to use and when. So...why not other charms?

It just seems to me that playing a class that can't control/conjure is pointless if you like to explore/level on your own sometimes. It's obvious that it would be but even more now. Just sayin.


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 Post subject: Re: Pet tweaks
PostPosted: Sun Aug 21, 2011 10:10 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
"Pets" are NPCs that can be bought from a pet store. NPCs that you can control because you successfully cast charm or control undead or domination (etc etc) are not pets. NPCs already had building guidelines and they remain the same. The new pet limitations are layered on top of the existing guidelines and are stricter. Once all the building changes are done, you will have to choose what you value most from your pet instead of just getting everything.


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 Post subject: Re: Pet tweaks
PostPosted: Tue Aug 23, 2011 7:43 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
So, while I *do* agree that the era of superpets was kind of silly, perhaps we should take a moment and consider how this may hurt certain classes more than others, and how we could compensate for this?


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 Post subject: Re: Pet tweaks
PostPosted: Tue Aug 23, 2011 8:37 pm 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Specifically, lone priests need a guardian, familiar, something else to prevent them from winding up on the front row in two rounds of combat.


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 Post subject: Re: Pet tweaks
PostPosted: Tue Aug 23, 2011 9:45 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Nightwing wrote:
Specifically, lone priests need a guardian, familiar, something else to prevent them from winding up on the front row in two rounds of combat.


This.


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 Post subject: Re: Pet tweaks
PostPosted: Tue Aug 23, 2011 9:46 pm 
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Joined: Tue Mar 15, 2011 12:08 am
Posts: 227
Location: Denver, CO
SK Character: Ncar
Only one round if you anger the honey badger!


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 Post subject: Re: Pet tweaks
PostPosted: Wed Aug 24, 2011 8:38 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Don't anger the Honey Badger then! That thing eats snakes! Eww!


Basically, I'm trying out the new pets as well, seems to me that they're somewhat too weak now. And I don't mean in terms of damage, the damage had to be toned down, yes, it's ridiculous when a store bought pet can kill a champion rogue easily.

But, as far as survival goes, a pet is important for the squishy classes. Otherwise, the we get stabbed five times by the Honey Badger's spear and we die.


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