You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

1

Thursday, April 19th 2012, 9:29pm

Warden Pet Skills

No, not a thread whining about Warden pets, just a thought;

Could we just have the Pet Buffs permanent? Like the Heart of the Oak skill, its a great skill and i like it (Even though the healing was taken off it) but its kind of annoying to have to unsummon my oak walker, summon my spirit of the oak, use the buff, then re-summon the oak walker. I have to use over 30% of my mana just to put 1 buff back on and re-summon my pet. That seems a little ridiculous.

This won't unbalance wardens at all, and in fact will make long instances and questing periods easier, since we wouldn't have to keep wasting mana to keep our pets summoned and our buffs active.
61/55/50 D/W/R

tmblake09

Professional

Posts: 560

Location: Las Vegas

  • Send private message

2

Monday, April 23rd 2012, 10:45am

Quoted from "AngelIsrafel;526278"

No, not a thread whining about Warden pets, just a thought;

Could we just have the Pet Buffs permanent? Like the Heart of the Oak skill, its a great skill and i like it (Even though the healing was taken off it) but its kind of annoying to have to unsummon my oak walker, summon my spirit of the oak, use the buff, then re-summon the oak walker. I have to use over 30% of my mana just to put 1 buff back on and re-summon my pet. That seems a little ridiculous.

This won't unbalance wardens at all, and in fact will make long instances and questing periods easier, since we wouldn't have to keep wasting mana to keep our pets summoned and our buffs active.


I think it would be a good idea to make them toggleable. That way you can still only have one but it won't disappear right when you need it most - like how it always does.
Draden - Knight/Warrior - Heartless - Reni

3

Monday, April 23rd 2012, 7:51pm

Quoted from "AngelIsrafel;526278"


Could we just have the Pet Buffs permanent? Like the Heart of the Oak skill, its a great skill and i like it (Even though the healing was taken off it)

This won't unbalance wardens at all, and in fact will make long instances and questing periods easier, since we wouldn't have to keep wasting mana to keep our pets summoned and our buffs active.


You don't really think a permanent HP and 100% + HP and defense buff would unbalance wardens at all?

I agree I hate having to rebuff all the time, and feel that any skill with a cooldown that's less than the duration of the skill may as well be permanent, but in my opinion, the warden pet based skills -should- be like any other pet based skill. (I have two warden/x toons, so don't take that as a 'hate wardens' statement)

Warden's already have an advantage in that they can call their pet, use the skill, dismiss the pet and keep the skill active, none of the other pet classes can, priests can only use their fairy skills while the fairy is out, mage/scout can only use magic cross flow while the flame spirit is out, both lose any advantage as soon as the pet dies or is recalled, it's the same with the egg pets, you only get the bonus while pet is out.

So I feel a making it a permanent buff would give the already potent wardens an unfair advantage.

MegaMouseSEC

Professional

Posts: 1,240

Location: South Mississippi

Occupation: River Boat Pilot

  • Send private message

4

Monday, April 23rd 2012, 8:58pm

Having a mage I would like to say this. They really should make it so the Flame Spirit lasts longer. Its anoying to be able to summon it for only 60 seconds. I am not asking for it to be permanent (which would be nice) but let him last for 5 minutes at least.

Rossbot

Intermediate

Posts: 466

Location: 127.0.0.1

Occupation: Web Designer

  • Send private message

5

Wednesday, May 2nd 2012, 8:26pm

Quoted from "tmblake09;526871"

I think it would be a good idea to make them toggleable. That way you can still only have one but it won't disappear right when you need it most - like how it always does.


Oh please do this. I'm tired of rebuffing skills that should just be permanent toggleable abilities. Warden buffs are only the tip of the iceberg. Knights ( Enhanced Armor, Holy Seal, Crazy Blades), Warriors (Lava/Electrical Attack, Blocking Stance, Battle Creed), Scouts (Frost Arrow, Battle Instinct, Blazing Energy), Rogues (Combat Master, Quickness Aura, Lion's Protection, Searing Light), Mages (M/W buffs, Fire/Wind Arrow, Fang Ritual, Shadow Protection, Messenger or Light, Earth Scepter, Perception, Magic Target), and the list goes on...

Quoted from "refugee;526918"

You don't really think a permanent HP and 100% + HP and defense buff would unbalance wardens at all?

I agree I hate having to rebuff all the time, and feel that any skill with a cooldown that's less than the duration of the skill may as well be permanent, but in my opinion, the warden pet based skills -should- be like any other pet based skill. (I have two warden/x toons, so don't take that as a 'hate wardens' statement)

Warden's already have an advantage in that they can call their pet, use the skill, dismiss the pet and keep the skill active, none of the other pet classes can, priests can only use their fairy skills while the fairy is out, mage/scout can only use magic cross flow while the flame spirit is out, both lose any advantage as soon as the pet dies or is recalled, it's the same with the egg pets, you only get the bonus while pet is out.

So I feel a making it a permanent buff would give the already potent wardens an unfair advantage.


I'm not sure you understand that Warden pet buffs are for making up for their stat ratios. So making these skills toggleable would be just as fair as upping their normal ratios and removing pets all together. They get the same amount of patk per strength as Knights, less pdef per stamina than a Warrior (not to mention they can't use shields), and less mdef per wisdom than a Scout. These skills are essentially defining their role in a party, you can pick from one of the buffs and fill that role. You can either have normal damage for a dps character, normal pdef for a tank character, or crit (ratio is not enough for it to be worth using). Pets are still in the lame boat, although they can survive much more after the recent hp fix. They barely do much damage, and most skills the Spirit of the Oak and Oak Walker use have a severe delay to them.

6

Wednesday, May 2nd 2012, 8:58pm

I think it would at least be better if we removed the mp cost from summons. After the HoS set skill summoning a pet isnt too cumbersome, and from what I'm told the Toshh skill makes it much faster still, so it's not too bad a delay at all. (aside from siege)
However I would really like it if I didnt have to eat up a % of my mana just to summon a pet, spend more for a buff, then summon nature crystal for another % cost.
(Wd/w)/s) (82/70/62) Kritzalot - WTB fourth class already, I want my rogue side back D:

"My pet ate your honor student."

7

Thursday, May 3rd 2012, 9:01am

There have been some interesting thoughts here, but personally, I still find it quite irritating that i have to waste 30+% of my mana every 15 minutes to keep my buffs alive. I remember when they were even shorter, but come on. 15 minutes? That means you have to rebuff in a lot of instances at least 3 times (Assuming you're not just being carried through)

It's not an issue of balance, it's an issue of user friendliness.
61/55/50 D/W/R

trav42073

Professional

Posts: 806

Location: Arizona

Occupation: welder/fabricator/antagonist

  • Send private message

8

Thursday, May 3rd 2012, 2:11pm

personally, im constantly cycling through my pets in an instance, depending on where im at,what we are doing, party makeup. for example, ill enter with oak walker buff on and crystal pet out for speed buff for clearing trash, get to boss summon oak spirit, absorb, resummon oak walker to assist in dps. the only time i find myself noticing how much time i spend resummoning and buffing is in siege. 50% of my time is spent rebuffing on the roof.
95r/62m/63s/ Soultwist.
Ryaderr wrd/s/w erobos

tmblake09

Professional

Posts: 560

Location: Las Vegas

  • Send private message

9

Monday, July 16th 2012, 8:35pm

Quoted from "refugee;526918"

You don't really think a permanent HP and 100% + HP and defense buff would unbalance wardens at all?

I agree I hate having to rebuff all the time, and feel that any skill with a cooldown that's less than the duration of the skill may as well be permanent, but in my opinion, the warden pet based skills -should- be like any other pet based skill. (I have two warden/x toons, so don't take that as a 'hate wardens' statement)

Warden's already have an advantage in that they can call their pet, use the skill, dismiss the pet and keep the skill active, none of the other pet classes can, priests can only use their fairy skills while the fairy is out, mage/scout can only use magic cross flow while the flame spirit is out, both lose any advantage as soon as the pet dies or is recalled, it's the same with the egg pets, you only get the bonus while pet is out.

So I feel a making it a permanent buff would give the already potent wardens an unfair advantage.

You do not understand the buffs at all. You have to summon the pet you want the buff from (it takes 8 seconds to summon it), use the buff which absorbs the pet into you, not allowing you to use the pet again for the duration of the buff (the buffs last 15 minutes), and then you have to summon a different pet that you want to attack with you. You can only have 1 buff from any pet active at a time, and you cannot use that pet during the duration of that buff.

The reason we want it toggleable is because we are always going to keep one buff on, we won't change it. Having to resummon the pet every 15 minutes just to activate the buff again is severely annoying and puts a damper on instance running due to the 8 second cast time and 30+% of your MP, especially since all of a warden's attacks go on MP.
Draden - Knight/Warrior - Heartless - Reni

10

Friday, July 20th 2012, 5:31am

A. Isn't this OBE with the latest change to Wardens?

B. I can't see permanent but I would like some of the buffs to last longer than 60 seconds. Or my favorite Druid buff which lasts only 5 min. I always forget to recast it.