Is it fixed then? it looked a bit confused to me? + my amulet died after 1 use.
Fire wolf is worthless, the three attack system before it does an aoe causes it to rarely go off and it dies super quick if surrounded which is counter to the point of it. I would love to see it do an aoe on a timer instead of number of attacks, like once every couple of seconds. The current setup just doesn’t work (eg use the other pets).
Feedback noted, thanks guys will look into this.
We initially wanted a constant low AOE but we felt players would ne unhappy with small numbers, i think a constant 10-20 AOE is really strong. I will talk with hany tomorrow and see what we can do for the next reboot
-Apocalypse Team
Feedback noted, thanks guys will look into this.
We initially wanted a constant low AOE but we felt players would ne unhappy with small numbers, i think a constant 10-20 AOE is really strong. I will talk with hany tomorrow and see what we can do for the next reboot
-Apocalypse Team
Also need to factor in that your pet strength comes from spell level, your level and your mc on castSad to hear this wasn’t addressed in today’s class tweaks... also super curious to know how you are testing changes like you mentioned? I find it very odd that someone would use it in its current form and say “this feels right”... I am more than happy to volunteer to test your hunter changes before they go live and provide feedback.
Also why would a low hitting constant aoe be classified as really strong vs a less likely harder hit? Example: if a mob has 20 AC and pet hits for 40 then damage done is 20. Now let’s say that with the way things work now we get 1 big hit for every three of the little hits, which means the small hits would total 60 damage (120 total but reduced to half bc of AC). Now let’s compare this with doing 120 as a single hit... damage is only reduced to 100 due to AC again and that is a lot more. This gets worse as mob AC scales with levels...
Sad to hear this wasn’t addressed in today’s class tweaks... also super curious to know how you are testing changes like you mentioned? I find it very odd that someone would use it in its current form and say “this feels right”... I am more than happy to volunteer to test your hunter changes before they go live and provide feedback.
Also why would a low hitting constant aoe be classified as really strong vs a less likely harder hit? Example: if a mob has 20 AC and pet hits for 40 then damage done is 20. Now let’s say that with the way things work now we get 1 big hit for every three of the little hits, which means the small hits would total 60 damage (120 total but reduced to half bc of AC). Now let’s compare this with doing 120 as a single hit... damage is only reduced to 100 due to AC again and that is a lot more. This gets worse as mob AC scales with levels...
The point isn’t about it hitting every second (you said that not me), the point is it being more consistent so the thing can actually. And I doubt the pet is actually hitting once per second anyways if you tied the aoe to it’s auto attack. Put the thing on a CD where the wolf casts it when any enemy is nearby (instead of this 3+ mob, three hit nonsense) so we can expect damage from it, instead of it randomly going off only once or twice before it dies. Tweak the damage so you don’t feel like it’s over powered, there are many things you could do to keep it from being over powered. The fact is that there is no way the pet is useful beyond fodder in its current form and then you are better using another. It can’t solo kill anything worth while and you are highly likely to pull mobs away from it if you assist it, killing its ability to aoe.Because if a mob is hitting at a speed of 1 second and it hitting 5-6 mobs for 20, in 20 seconds they are hitting hundres of damage without pressing any buttons, This is considered really strong, i will not be adding this wolf doing any kind of heavy hitting AOE damage, we just added ElectricShock, you gain napalm Shot and OneWithNature at 42/44 all AOE skills.
-Apocalypse Team
