Results 1 to 3 of 3

Thread: Add a pet debuff removing group perk line

  1. #1

    Add a pet debuff removing group perk line

    Think this thread belongs here instead of game suggestions, but feel free to warp if that's not the case.

    Debuffs and their effects and unremovability on pets affect all the pet professions quite severely. Besides removing roots, snares and calms, there is only the upgraded HHAB which is usable once per 5 minutes, however this is quite the band-aid fix in the sense that it only affects the absolute endgame, while the debuff problem exists throughout the levels.

    A new SL perk line with say, 3 perks unlocked at levels 10, 150 and 200 each containing a debuff removing action similar to the HHAB could solve this problem. The lockout on each perk could be sufficiently large to make debuffs matter on pets, yet would help with not having UBT'd/drained pets for 3 or so minutes every time a trader or doc sees one.

    Debuffs are supposedly undergoing duration changes. Still, there's no information on what the effects are going to be. It was announced before that there will be new perk lines and/or perk changes that help focus to various aspects of a profession, such as controlling pets. A perk line of this sort would be a good step into that direction, as being focused on pets and controlling them doesn't really work if the pets are debuffed most of the time.
    Eroz, finally 220/26/70 Adventurer & proud General of Regulators on ex-RK2 (outdated) equip
    Rokroland, 170 Engineer No more crab for j00 Northern Front on ex-RK2
    Ranged roxxorz!
    Sig last updated properly when West Athens still had people sitting about the subway.
    Quote Originally Posted by Siahanor View Post
    Complaining about the realism of height changing mechanics in a game that has people who can channel their anger to make huge killer meatballs.

  2. #2
    Quote Originally Posted by eroz_c View Post
    Think this thread belongs here instead of game suggestions, but feel free to warp if that's not the case.

    Debuffs and their effects and unremovability on pets affect all the pet professions quite severely. Besides removing roots, snares and calms, there is only the upgraded HHAB which is usable once per 5 minutes, however this is quite the band-aid fix in the sense that it only affects the absolute endgame, while the debuff problem exists throughout the levels.

    A new SL perk line with say, 3 perks unlocked at levels 10, 150 and 200 each containing a debuff removing action similar to the HHAB could solve this problem. The lockout on each perk could be sufficiently large to make debuffs matter on pets, yet would help with not having UBT'd/drained pets for 3 or so minutes every time a trader or doc sees one.

    Debuffs are supposedly undergoing duration changes. Still, there's no information on what the effects are going to be. It was announced before that there will be new perk lines and/or perk changes that help focus to various aspects of a profession, such as controlling pets. A perk line of this sort would be a good step into that direction, as being focused on pets and controlling them doesn't really work if the pets are debuffed most of the time.
    IMO, debuffs on pets should last pretty short, like MP heavy damage debuffs.

  3. #3
    A different, more innovative option would be to introduce some short term effects that can be used to counteract existing debuffs. Rather than trying to remove the debuffs, you'd just counter-buff them. So you'd have a short term init buff that worked on your pets, which would check for a nano from the init debuff line of nanos running on the pet - and if there was one running, would give the pet a big init buff.

    The advantage of counter-buffing is that you don't get into big debuff - remove - debuff - remove exchanges. You let the usually long duration debuffs stay on the pet - but you have, say, a 10 second buff that counteracts it. After that period, the debuff is still in force but you're able to counteract it for short periods still with recasting.

    If not, I'd like to see a broader approach to the issue of pet defences against being debilitated.

    First step would be to have really useful Nano Resist values for the pets. At present it's clear that the pet NR values have fallen far too far behind player attack skill levels. Pets shouldn't be soft targets.

    Secondly, there needs to be some kind of remover that's more useful than the Apocalypse Signets in terms of re-use which should also include a short term level of immunity against the debuffs/cc. The length/%age of the immunity would depend on the implementation really.

    If you choose a perk with a fairly long recharge... then longer and higher levels of immunity should be included. If you choose a nano implementation - then particularly for MPs and Crats who have nano-heavy combat styles get penalised by having to recast it a lot, so you need to be sure that it gives at least a decent amount of time in which they can cast other stuff before having to recast a remover.

    X

Posting Permissions

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