Results 1 to 6 of 6
  1. #1
    Community Member
    Join Date
    Jun 2006
    Posts
    3,020

    Default Improving Pets - Autogrants

    A big problem with pets (Wolf and Iron Defender) is survivability, particularly in Epic. Most of that is because Epic mobs are balanced assuming a player with a whole suite of defensive gear (Conceal/Incorp/Dodge, PRR, etc.) plus defensive enhancements and EDs, and the ability to intelligently avoid damage. All pets get is Improved Evasion (which of course is great) and AC (which is not so much). And one armor slot, which means maybe one blue augment. Not a lot of flexibility. Though they do get a buttload of HPs, which makes up for their lack of AI.

    What I'd suggest is a schedule of basic autogrant gear-type affixes, simulating the type of gear that Epic monsters are balanced for, to keep pets at an acceptable "baseline" survivability in real-game scenarios

    Dodge: 2% per 3 levels (so 20% at eventual cap for a pure char)
    Incorp: 1% per 3 levels
    Conceal: 2% per 3 levels
    PRR: 2 per level
    MRR: 1 per level
    AC: revisit AC levels after the Armor update, make sure they're at a basic functional level
    Permanent Deathward at L8
    Repair *and* Heal Amp: 1% per level
    Fort: 2.5 per level
    All Saves: +1 per 5 levels

    These may need to be tweaked up/down for Wolves, I'm writing mostly from an Iron Defender point of view. While 20% Dodge, Ghostly and Blur along with 30% Amp, 60 PRR and decent AC with Improved Evasion and a big pool of HP would sound enviable for most players, keep in mind that pets have no appreciable offensive abilities, no short-term defensive boosts like Uncanny Dodge, cant self-buff with things like Displacement, have no Epic Destinies or Epic Moments, etc. And their alignment is always Stupid Stupid, they'll sit there and soak up hits like a pain sponge. And their aggro generation isnt enough to be truly reliable meatshields.

    I think this would just allow for pet classes (non splashes, anyway) to keep a reliably survivable pet at all levels, without necessarily creating an invincible pet (at least no more invincible than a player is in a given difficulty), a pet that could solo a quest for you, or an otherwise overpowered NPC.

  2. #2
    The Hatchery CThruTheEgo's Avatar
    Join Date
    Mar 2010
    Location
    Some random rock hurdling through the universe to who knows where...
    Posts
    3,035

    Default

    Don't you know? Pets are soloing EE now. They need to be nerfed.
    White Feather Sniper: dps focused, 62DC paralyzing arrows human ranged ranger/The Divine Cuisinart: human tempest in divine crusader/Hassan's Assassin: 81DC halfling assassin/The Count of Monte Cristo: human swashbuckler/Dubbell O'Seven: WF artificer
    Abandoned builds: Totally Bass Ackwards/Santa's Little Slayer

  3. #3
    Community Member
    Join Date
    Oct 2009
    Location
    Europe
    Posts
    2,595

    Default

    Perhaps pets will gain some mitigation from the U23 armor changes.

  4. #4
    Community Member
    Join Date
    Jan 2014
    Posts
    1,241

    Default

    Quote Originally Posted by droid327 View Post
    have no Epic Destinies or Epic Moments, etc.
    Step 1 is to give pets an Epic Destiny. Or more simply, give the existing pet AP list an extended set of choices past level 20.

    PS. Skeletal Knight needs gear slots.

  5. #5
    Community Member
    Join Date
    Jun 2006
    Posts
    3,020

    Default

    Quote Originally Posted by cru121 View Post
    Perhaps pets will gain some mitigation from the U23 armor changes.
    They'll gain mitigation along with everyone else, yes, from the beneficial change in the way PRR is calculated. Right now, though, they count as being unarmored (Composite Plating), so they wont benefit from additional PRR unless you slot a Sheltering item/augment or take the Primal Avatar ability that gives them PRR. Wolves might get the Light Armor PRR bonus, though.

    Quote Originally Posted by Scrabbler View Post
    Step 1 is to give pets an Epic Destiny. Or more simply, give the existing pet AP list an extended set of choices past level 20.

    PS. Skeletal Knight needs gear slots.
    Yes, but baby steps These changes could be incorporated into a "defensive pet" tree a la Stalwart Defender, even if they're just autogranted right now and then transitioned to a more modern enhancement system later on.

    And skellies do get gear...kinda. They get autogrants by level, similar to Hirelings, which is partly why I suggested a similar system for the older Pets. Skellies, though (keep in mind) are enhancement pets, not class pets. Unlike wolves/defenders, they aren't part of the *core* class power, but part of the enhancement "layer" that forces you to make a tradeoff somewhere else as you spend your AP.

    Plus how peeeessed would you be if you slotted your skelly with T3 TF, and then reset your enhancements and it wiped him?
    Last edited by droid327; 08-19-2014 at 04:43 PM.

  6. #6
    Community Member
    Join Date
    Jan 2014
    Posts
    1,241

    Default

    Quote Originally Posted by droid327 View Post
    And skellies do get gear...kinda. They get autogrants by level, similar to Hirelings
    Which is not like gear at all. The point of pets using items is so that they can scale in power as you gain better loot. Otherwise it causes the bad situation where the pet's combat value relatively decreases as every other melee attacker finds better and better weapons to use.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload