Re: Pet Changes (Current and Future)
Posted: Wed Aug 06, 2014 4:59 pm
Yup! Time for the mages and pet classes to be just as vocal if not more.
EverQuest Magician Resource
https://www.eqmagetower.com/forums/
https://forums.station.sony.com/eq/inde ... st-3112300Ok so Brutial and I ran back down to test and parsed another two yellow cons in Argin-Hiz.
My pet EM20 had all pet buffs, aa's etc. running all aa's maxed and all spells at rank three.
Brutial played his warrior the same as he usually does over the course of the 13 minutes or parse time, cycling discs, abilities and disciplines throughout the entire 13 minutes.
Some warriors were saying that their class can only cycle their discs abilities, and disciplines for 3-4 minutes and then they would run out. This is untrue as as any talented warriors realize
if you know how to play your class well, and you cycle only those abilities that stack, and they learn not waste or consume aa's, discs, etc. that do not scale over the ability that is already running.
If you look at the chart, you can see improvements in AC that went live on 8/5/14 but you can also see that the pets damage intake (DI) round cap is now coming in at 57K versus prior to the patch being a DI of 40K.
Hopefully this is a bug, or error and the cap can be corrected.
I am very proud our SI warriors have the integrity to be honest and straight forward with the community and the SOE developers when they see something bad happening.
I was chatting with all of them in vent tonight while we were running the parses and they truly are an amazing bunch.
These are the parses that should have been shown, over a year ago to prove that the whole situation was overblown and unnecessary. Instead we had to deal with parses
made by warriors/tanks running no actives against pets which are by nature front-end loaded. What a scam.
We still have not gotten a logical and well-organized and easy to understand answer on how the pet classes (as they were before this whole mess started) were hurting the game and other player's experience.
I again insist that this was all backlash over the change on pets showing up in HOTT aggro and tanks egos getting bruised by Fluffy having his name in the HOTT instead of theirs.
We had some warriors a ways back (before our current group) who would constantly complain (PET FADE! GET PET OFF AGGRO! etc., etc., etc.,)
Geeze Louise talk about pet hate it was terrible! Thank Tunare that is a far distant memory!
Now we have warriors and tanks who run their discs, abilities and disciplines properly and ALWAYS have their name in the HOTT window.
Trust me...... the mages in our guild constantly try (with zero success) to pull HOTT aggro off our warriors and we can't because our warriors know how to play their class.
My point of view is to revert all changes back to the way pets were before all of this occurred, and to keep the air pet stun cap change to +3 over current level cap. That would still be down two levels after of the House of Thule expansion nerf which brought it down five levels. (it was always +5 over level cap)
Hopefully our developer team will have the time to review everyone's point of view and make a real good decision for what is best for the community, and longevity of the game.
Please enter into the test server, run your parses and post in the thread below on the SOE forums:We're currently updating the Test server with new pet data. Please check it out and report your findings here.
In brief, here are the changes over the previous permutation on Test:
Just about all pets will have increased HP.
All pets (aside from the suicide-type ones) have increased AC.
Focusable swarm pets gained more AC than most, since they were sitting the lowest.
I'll open this thread for results once the servers are back up.