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SWG: Evolve Forums

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  3. Remove Pet Ability Family Restrictions

Remove Pet Ability Family Restrictions

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  • YkeerY Offline
    YkeerY Offline
    Ykeer
    wrote on last edited by
    #1

    In NGE, most things have become "skins" for cores. Namely, weapons, and armor. Very few things have special effects, as they are lost upon deconstruction.

    Now, for better or for worse, that is the current situation.

    This brings me to pets. As they currently function now, a pet's skin (family) dictates what specials a pet can learn.
    In some cases, this makes sense, such as spiders having poison.
    In others, it does not at all. See Horned Raptor with Wind Buffet.

    A potential reason to not do this is that the skins show what abilities the pet has, for example, a camel is a kick pet.
    However, I personally do not feel this is a major issue. Feel free to discuss.

    My proposal is to make any ability trainable to any skin (family), so that you can have your favorite pet skins, with abilities that work best with your build.

    For those that are concerned about selectable abilities being too strong, I strongly disagree, as the cooldowns on the "strong" abilities more than make up for it.
    The lack of DPS from the pet with high cooldowns is another extreme consequence for doing so.

    Let me know what you think 🙂

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    • NORDN Offline
      NORDN Offline
      NORD
      wrote on last edited by
      #2

      Ykeer, post: 788, member: 905 wrote:

      In NGE, most things have become "skins" for cores. Namely, weapons, and armor. Very few things have special effects, as they are lost upon deconstruction.

      Now, for better or for worse, that is the current situation.

      This brings me to pets. As they currently function now, a pet's skin (family) dictates what specials a pet can learn.
      In some cases, this makes sense, such as spiders having poison.
      In others, it does not at all. See Horned Raptor with Wind Buffet.

      A potential reason to not do this is that the skins show what abilities the pet has, for example, a camel is a kick pet.
      However, I personally do not feel this is a major issue. Feel free to discuss.

      My proposal is to make any ability trainable to any skin (family), so that you can have your favorite pet skins, with abilities that work best with your build.

      For those that are concerned about selectable abilities being too strong, I strongly disagree, as the cooldowns on the "strong" abilities more than make up for it.
      The lack of DPS from the pet with high cooldowns is another extreme consequence for doing so.

      Let me know what you think 🙂

      This would create some absolutely broken ability combinations in pvp. Gonna be a hard no from me.

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      • VikingmandoV Offline
        VikingmandoV Offline
        Vikingmando
        wrote on last edited by
        #3

        Me sitting here thinking about @Obani's pet Donkey if he had kick, and double dot... "shudders"

        Historical reactions: Like × 1

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        • YkeerY Offline
          YkeerY Offline
          Ykeer
          wrote on last edited by
          #4

          NORD, post: 789, member: 16 wrote:

          This would create some absolutely broken ability combinations in pvp. Gonna be a hard no from me.

          Like?

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          • NORDN Offline
            NORDN Offline
            NORD
            wrote on last edited by
            #5

            Ykeer, post: 791, member: 905 wrote:

            Like?

            A 4 ability pet with kick, windbuffet, shaken, and disease.

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            • YkeerY Offline
              YkeerY Offline
              Ykeer
              wrote on last edited by
              #6

              Vikingmando, post: 790, member: 223 wrote:

              Me sitting here thinking about @Obani's pet Donkey if he had kick, and double dot... "shudders"

              The dots only hit for ~500 or so, I don't think it'd be that bad xD Spit hurts

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              • YkeerY Offline
                YkeerY Offline
                Ykeer
                wrote on last edited by
                #7

                NORD, post: 792, member: 16 wrote:

                A 4 ability pet with kick, windbuffet, shaken, and disease.

                Disease and Kick (both very strong) have a small % chance to hit AFAIK (BC of the defenses here) I will test that to confirm. Kick may hit regardless.

                Shaken is 10% increase to damage taken

                Windbuffet is Glancing blow increase

                all this would result in a pet that did very little damage though, which is a tradeoff IMO.

                BUT, perhaps leaving signature abilities (such as the four you noted, and make things such as bite and claw trainable to all?

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                • NORDN Offline
                  NORDN Offline
                  NORD
                  wrote on last edited by
                  #8

                  NORD, post: 792, member: 16 wrote:

                  A 4 ability pet with kick, windbuffet, shaken, and disease.

                  Ykeer, post: 794, member: 905 wrote:

                  Disease and Kick (both very strong) have a small % chance to hit AFAIK (BC of the defenses here) I will test that to confirm. Kick may hit regardless.

                  Shaken is 10% increase to damage taken

                  Windbuffet is Glancing blow increase

                  all this would result in a pet that did very little damage though, which is a tradeoff IMO.

                  BUT, perhaps leaving signature abilities (such as the four you noted, and make things such as bite and claw trainable to all?

                  My CL45 eopie was doing 4k+ auto attacks last night as I was levelling it. It routinely hits for 10k+ as it is.

                  This is also NOT about the damage the abilities bring to the table, this is about the UTILITY.

                  A pet with kick (a 6 second stun with no recourse), wind buffet (a massive GB debuff aoe attack), disease (a big ACR debuff), and shaken (10% increase damage debuff) would be absolutely broken in pvp. And this is just ONE potential ability combination off of the top of my head and I haven't even begun thinking about other potential combinations and how to compliment those with a player build.

                  I'm sorry man, but this is really not a good idea. This would be crazy broken.

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                  • YkeerY Offline
                    YkeerY Offline
                    Ykeer
                    wrote on last edited by
                    #9

                    NORD, post: 795, member: 16 wrote:

                    My CL45 eopie was doing 4k+ auto attacks last night as I was levelling it. It routinely hits for 10k+ as it is.

                    This is also NOT about the damage the abilities bring to the table, this is about the UTILITY.

                    A pet with kick (a 6 second stun with no recourse), wind buffet (a massive GB debuff aoe attack), disease (a big ACR debuff), and shaken (10% increase damage debuff) would be absolutely broken in pvp. And this is just ONE potential ability combination off of the top of my head and I haven't even begun thinking about other potential combinations and how to compliment those with a player build.

                    I'm sorry man, but this is really not a good idea. This would be crazy broken.

                    Kick is 2 seconds.
                    Wind Buffet IS AOE, but only hits one target most of the time as it get blocked. (SOE confirmed working as intended.)

                    Also,
                    "perhaps leaving signature abilities (such as the four you noted, and make things such as bite and claw trainable to all?)" from above.

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                    • NORDN Offline
                      NORDN Offline
                      NORD
                      wrote on last edited by
                      #10

                      Ykeer, post: 796, member: 905 wrote:

                      Kick is 2 seconds.
                      Wind Buffet IS AOE, but only hits one target most of the time as it get blocked. (SOE confirmed working as intended.)

                      Also,
                      "perhaps leaving signature abilities (such as the four you noted, and make things such as bite and claw trainable to all?)" from above.

                      Doesn't make this idea any better.

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                      • VikingmandoV Offline
                        VikingmandoV Offline
                        Vikingmando
                        wrote on last edited by
                        #11

                        This is what i'd likely use if we removed the family requirements for abilities.

                        Slash (5) - Base damage + 690 Health Bleed for 8 ticks (DoT Potency Increased based on pet happiness)
                        Damage Poison (5) - Base damage + 500 Health Poison for 15 ticks (DoT Potency increased based on pet happiness)

                        Kick (5) - Stun + special attack+1688 Damage (no recourse)
                        Disease (5) - 1000 Action Damage + 266 (base) action DoT for 35 ticks (DoT Potency increased based on pet Happiness)

                        Historical reactions: Like × 1

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                        • NORDN Offline
                          NORDN Offline
                          NORD
                          wrote on last edited by
                          #12

                          Vikingmando, post: 798, member: 223 wrote:

                          This is what i'd likely use if we removed the family requirements for abilities.

                          Slash (5) - Base damage + 690 Health Bleed for 8 ticks (DoT Potency Increased based on pet happiness)
                          Damage Poison (5) - Base damage + 500 Health Poison for 15 ticks (DoT Potency increased based on pet happiness)

                          Kick (5) - Stun + special attack+1688 Damage (no recourse)
                          Disease (5) - 1000 Action Damage + 266 (base) action DoT for 35 ticks (DoT Potency increased based on pet Happiness)

                          And THAT looks pretty broken to me.

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                          • ReeduxR Offline
                            ReeduxR Offline
                            Reedux
                            wrote on last edited by
                            #13

                            After doing alot of BM changes on prophecy I feel this would be extremely broke. Mu h like prophecy where we had buff sharing and some pets had skills they shouldn't of created an alpha pet to have, as all others weren't worth the time in pvp.

                            Historical reactions: Like × 1

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                            • avaerA Offline
                              avaerA Offline
                              avaer
                              wrote on last edited by
                              #14

                              Idk, this would seemingly solve the alpha pet issue currently, Kick / Spit are number 1 with defensive built BE rolls. Mix in some Stat mutations they are likely (with right support build) unkillable and with ST/ hit chance mutations they dominate. Why anyone would even run a different pet here I don't know. I've run BM and BE for a long time and I've never seen bracks crush like the ones I make here. Dot pets can be cool, but with 3 sec cleanses doesn't really matter. Forget about even rolling an offensive built value pet, with the armor disparity they get melted and can't be healed through. So, BM should be an Ability based / BE stat game not a, pick one pet and only use that. Pet appearance as basically just a skin makes way more sense to me. It becomes a coordinated effort between BE and BM to build a pet to how they want its abilities to be rolled. Not to mention the ability to change that pet's options, instead of running specific pets for specific things you have options for a single pet. That to me, is good BM/ BE gameplay. This makes my app mutations valuable as players will actually run Spined Rancor's that are a huge effort make as they would be great in PvP with different ability choices.

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