Nexus Clash

Login

Nickname

Password

Don't have an account yet? You can create one. Registered players can create up to three free characters to battle, team up with your friends and explore the worlds of the Nexus! To create a character once you have registered, click on Game Map at the top of the page.
Nexus Clash :: View topic - Pet Overhaul Brainstorming
 Forum FAQForum FAQ   SearchSearch   UsergroupsUsergroups   ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Pet Overhaul Brainstorming

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Nexus Clash Forum Index -> Suggestions Dump
View previous topic :: View next topic  
Author Message
Saxony
Active Member
Active Member


Joined: Jan 19, 2010
Posts: 219

PostPosted: Tue Sep 24, 2019 8:32 am    Post subject: Pet Overhaul Brainstorming Reply with quote

This is a suggestion about overhauling pets. This is really more brainstorming and about starting a conversation. This kind of change is really big and I don't expect it to be implemented even if most or all of the development team liked it. I understand everyone's developing the game for free in their spare time. I like making suggestions though, and I thought this might be a fun idea, and perhaps someday down the line this suggestion or another pet overhaul suggestion could make its way into more serious conversations about a new pet system for nexus clash.

I just returned from a years long hiatus from the game (I have some files kicking around in my folder for this game from 2015, wow), and I've been reading the archives of the changelog and proposed changes, and it gave me some ideas, so I thought I'd make this suggestion.

Thanks for reading.

Idea:
Overhaul pets.

Goal:
In general, get rid of ways that pets work very differently from other combat systems. Petmasters can get very big numbers, sometimes they have restrictions on playstyle, sometimes those big numbers don't really mean much. Many times petmasters don't really care about damage or accuracy as long as they have a huge quantity of pets. They are overall quite different from other classes (this is sometimes good, sometimes bad).

This is mostly a nerf, but there are some buffs. Basically it tones down the really big numbers but makes the result more usable/user friendly and more compatible with different playstyles.

Reason to change things:
Pet classes being immobile is unfortunate. This probably isn't that big of deal, since you can wander around with your one super pet like a wrackwyrm or fossil monstrosiy and a small squad of lesser pets.

Pets doing 20 or 30 attacks while being summoned for 1 AP is hilariously overpowered from the point of view of AP efficiency. Sometimes summoning a pet is much much better than casting spells to attack.

Having 30 pets who can obliterate just about anyone (other than anti-pet specialists) is extremely powerful. It's awesome, feeling like you have a pet army that can tackle any challenge (and usually can).
It's overkill for the most part. It almost doesn't matter how much damage, what damage type, or how much accuracy your pets have. That's unusual. You'd think there would be a difference between dealing 4 damage and 8 damage. But there really isn't. Furthermore, it really doesn't matter if your pets have 40% accuracy or 80% accuracy. If you have a pet army, they just have so many attacks it doesn't matter.
If you are summoning 1 pet to take down 1 guy, again, that one pet can attack 20-30 times and costs 1 AP to summon. So damage and accuracy also don't matter that much.

Against the character who has an answer for your pet army, your pets won't be able to kill them and instead will all die. That feels not that great.

That represents two extremes. Either a big petwall obliterates just about anything, or gets wiped out by 1 or 2 tanks with damage auras. It's either awesome or it gets defeated pretty consistently. If there wasn't an answer to petwalls, they might be overpowered. They're awesome, but not mobile. They can kill just about any character, but get wiped out by 1 or 2 anti-pet specialists.

I don't like game design where something is really good but gets countered by one thing.
Also: I'm not sure if damage auras were ever intended to be the main response to pet walls. Seems kind of counter intuitive.

The changes in conceptual form:
Change pets so that overall quantity won't matter as much, and quality will matter more.
Allow petmasters to move around more freely.
Balance petmasters closer to other classes in terms of how they do damage.
A petmaster with one super pet and a squad of lesser pets (Like a Wrackwyrm and a few Hellhounds) will basically play the same. A petmaster with a huge army will play differently.

The changes:
Pets no longer have MP or AP stats at all. They still have HP.
Pets no longer incur AP cost by moving. They move for free.
Pets no longer attack using their AP and MP. Instead they attack using their petmaster's MP. Each attack costs 1 MP. If the petmaster runs out of MP, the pets can no longer attack.
Pets no longer suffer any form of decay. Some limit to stop huge pet armies (100+ or 1000+) from forming might still be necessary.

What does this mean:
You can move around with your full pet army. Now travelling costs your pets nothing. Feel free to take that vacation you've always been dreaming of. You deserve it.

Having a huge pet army will do less than currently.
Having a larger number of pets only increases the speed your pets can deal damage, not total damage.
Having more pets just means they drain your MP faster, but they won't attack more times.
10 ghouls will eventually get as many attacks as 30 ghouls, but they will do it 3x slower.
This is probably important if you want your pet's counter attacks to be meaningful, since having 1 ghoul defending you 1 attack at a time is much less powerful than 10 ghouls all attacking at once. Eventually they will attack the same number of times (assuming someone can survive the number of attacks necessary to drain your total MP), but clearly 10 ghouls counter attacking is better than 1 or 3.
This is also important for defending a stronghold with your pet wall. Having 30 ghouls is much more menacing than having 1 ghoul even if that 1 ghoul could theoretically attack 30 times and do the same amount of damage as the 30 ghouls just attacking once each.
So you still want a "large" number of pets in your pet wall. Perhaps as many as possible.

Having a larger number of pets means they will survive longer, like usual.
10 ghouls still last longer than 5 ghouls.
Having a larger number of pets means there is more fodder to waste AOE damage on and potentially spare actual characters from getting hit by AOE attacks.
Theoretically, just having 1 ghoul could be sufficient to do damage (albeit very slowly), but if that 1 ghoul dies, you don't have a pet any more. If you have a pack of ghouls then it will take more work to wipe them all out compared to just having 1.

Other than that, I can't really think of any advantage to having a huge pet army.
This is intended. The amount of pets people can get is sort of ridiculous. It is kind of awesome to have a huge pet army, but it's sort of pointless. Either it obliterates anyone who can't handle it but you always stay in your stronghold any way, or all the pets evaporate on a tank with a damage aura.
You also can't move around with that huge pet army, so you can't really use it. It just sits there being a defense for your stronghold.
I'd like pets between the extremes of obliterating just about everyone while being wiped out by 1 or 2 prepared anti-pet specialists.

Petmasters will need to keep high MP to keep their petwall useful.
Con/Counter point:
This one makes me dislike the suggestion. It could really cripple the petmaster classes for stronghold defense unless they always keep their MP up. If they can't ever use their MP, then it's basically the same as using up all their MP to rejuvenate/summon pets. This could be overcome by changing playstyle to log in throughout the day and partially using up for MP multiple times instead of using all your MP at once.
This downside could be counteracted by giving petmasters Cosmic Affinity (+15MP).
Pro/Counter-Counter point:
This actually won't be that big of a problem. Once the petmaster gets 15 or so pets, that will be enough as getting more won't really do anything for them. Instead of constantly using their AP and MP to maintain their petwall, they will get up to a certain number of pets, call it good, and then stop using their MP to maintain the petwall. So their MP won't be constantly drained in upkeep like now, meaning it will be there when it needs to be used.

Any class can thwart a petwall now, as long as they can survive enough attacks to drain MP from the petmaster(s).
That means damage auras aren't required to overcome petwalls.
Tanks also need to survive less overall petspam.
Let me do some basic math (forgive me if it is off). IBs kill ghouls after 8 contacts on burning aura.
If an IB needs to clear out 20 ghouls summoned by 1 lich, they need to survive 160 attacks.
In the overhaul, they only need to survive 40-50 attacks if the lich has full MP.
If 1 lich had 40 ghouls, the IB would still need to survive only 40-50 attacks.
If an IB needs to clear out 40 ghouls summoned by 2 liches, they need to survive 320 attacks.
In the overhaul, that would be 80-100 attacks.
And if the lich in question only has 10MP, then the character would only need to survive 10 attacks, which would disable the entire petwall.

Having a big petwall will be more about the number of petmasters than the number of pets.
I think this brings more of a focus on the player rather than the NPCs they create. It feels like a good change.
Having 1 petmaster with a lot of pets is less useful than 3 or 4 petmasters with a medium number of pets.
1 Lich with 40 ghouls will only do so much. Once the ghouls use their petmasters MP, the big number of pets doesn't matter anymore.
3 Liches with 10 ghouls each will actually be able to do more, since there are 3 pools of MP to fuel those pets and keep them active.

Having pets with more damage, more accuracy, or a better damage type actually means something.
Currently, having 1 Fossil Monstrosity compared to 10 ghouls makes the FM seem a bit lackluster, even though the FM does 15 damage at 65% accuracy compared to 10 damage at 60% accuracy.
This is rather unusual. Comparing 15 slash damage / 65% accuracy to 10 slash damage / 60% accuracy should be a big deal. In any combat class (like Void Walker or Nexus Champion), this would be a big deal. But because you can have a billion ghouls, it doesn't matter. 10 ghouls are better than 1 FM.
With this overhaul, pet attacks cost MP so the petmasters care about which pet is attacking and how good those attacks are, just like combat classes care which attacks they use and how good they are.
Would an Infernal Behemoth use an attack that does 10 damage when they could be using an attack that does 15 damage, all other things being equal? Of course not. Again, with the pet spam, damage doesn't matter and I think that's a bit peculiar.

Conclusion:
This is mostly a nerf, a bit of a buff, and simplifies the petmaster classes a lot. It makes them more mobile and require less upkeep while nerfing the effectiveness of a giant pet wall to balance the lack of upkeep. Having a huge army of pets would mostly just be for bragging rights more than anything else.

I hope pets are still good, but not ridiculously overpowered in certain scenarios (obliterating someone who steps into your stronghold with pet spam, or summoning a pet for 1 AP to deal with a single target).

Discussing the nerfs, this opens up more options for overcoming petwalls and that would be a big change. It means you don't need damage auras. Furthermore, if all else remains the same, a Seraph or IB would have an easier time overcoming a petwall if this overhaul was implemented. Something might need to be done to counterbalance that nerf to petwalls.

The idea is to make petwalls overall less powerful and require less of a specific "counter" to overcome, which makes pets less all or nothing, but it is a big nerf so it might need some reworking.

Again, thanks for reading if you got this far.
Back to top
View user's profile Send private message
Saint_Jimmy
Elite Member
Elite Member


Joined: Aug 24, 2011
Posts: 746

PostPosted: Tue Oct 08, 2019 3:41 pm    Post subject: Reply with quote

I should apologise - I've had a reply mostly finished sitting on my desktop for a while and never got around to posting it Razz So here it is:

So this is a really interesting idea. This is going to be a bit of a disorganized mess but I'll try and keep it orderly.

* The damage and accuracy of pets aren't as irrelevant as you think. Yes, a prepared tank (or two, depending on the amount of pets) will burn through your pets, but the amount of potions that are required will vary. I'll deal with accuracy here: when you're tanking you want as much dodge as is reasonably possible, because anyone can tank pets down to dealing 1*accuracy damage. What differentiates the good tanks from my wizard filling in is that they can reduce it down further, often via dodge but sometimes via things like phasing or adaptation. Damage vs tanks is less important, although still relevant in the case of things like Fossils (which can be difficult to soak to 1) or Netherhounds (which can crit). It also requires more potion expenditure from the tanks, particularly lower quality tanks. Damage becomes much more important though when you're trying to clear vs people who have some soak but not seraph/active tank levels of soak. That might be because forts aren't entirely removed, or because people were silly and didn't kill the tanks first (or they might not have had enough ap to kill all the pseudo-tanky people). Breaking the soak floor and doing more than 1 damage can be incredibly important in these cases, especially if you don't have a huge pet swarm for whatever reason.



Quote:
Also: I'm not sure if damage auras were ever intended to be the main response to pet walls. Seems kind of counter intuitive.


As an aside, Eternal Soldier was created without an aura because the dev team at the time expected them to simply kill the petmaster while using their dodge to stay alive. That... doesn't really work outside of absurd weapons like Double-Barrelled Shotguns and they'll be getting an aura next breath.


* The fundamental flaw in this is that it's a big enough nerf to pets that it means petwalls are almost completely neutered. Being generous to the petmaster - say they had 100 MP and an 80% accuracy rate. 1 healing potion comfortably puts them over the maximum damage output if you're soaking it to 1 (which outside of edge cases such as wights you will be).

* Another issue is that it sucks to log in and have no MP (*shakes a fist at defilers*). This also means you're more likely to end up in situations where you log in, have died and have 0 MP making it a lot harder for you to head back to wherever you wanted to be, or resummon some pets (which you'll need more MP for to actually have them attack afterwards)

* It reduces the differentiation between different pet types/ pet masters. So there's sort of a theme for each of the pet masters - Lich has lots of cheap pets, LS has fewer strong pets and WM gets [s]screwed[/s] versatility and variety amongst their pets (WM not so much right now, but things are in the works etc etc). If they're all doing 1 attack/ MP each, that then means the only thing that really matters is having the best pet damagewise. AP/MP means that we can have cheaper (and weaker, although we probably need to tune things along accuracy a bit more) pets that are still worthwhile.

* About your FM point - I think you're underestimating the titan pets. While they're costly to summon, they're also free after that and are frequently substantially stronger than your regular pets. Also that +5 damage makes it significantly harder to prepare for your pet wall - I've run into problems before because I couldn't soak their titans down to 1 and had to burn through too much healing.


* Re: Petwalls needing a specific counter to be dealt with - I sort of agree with you here, but I'd disagree on how specific the counter is. The Deadly Sins relies on Doom Howlers as our primary tanks. Seraph and Holy Champion are both very good tanks, as is Advocate. Nexus Champion was, for a long time, the outright best tank in the game and is still very strong. People who can cast spells can fill in as pseudo-tanks for smaller pet walls. There's a few "tank" classes that fail to fill that role properly but I think there's a lot more potential options than you're accounting for - and I think that when it comes down to it not everyone should be able to tank effectively.

Anyway, thank you for posting that - I enjoyed reading and thinking about it. If I missed anything you want me to address or have any more questions please point those out and I'll try to reply quicker this time Razz
Back to top
View user's profile Send private message
Nayru
Highly Aloof Goddess
Highly Aloof Goddess


Joined: Oct 22, 2016
Posts: 106

PostPosted: Tue Oct 08, 2019 4:08 pm    Post subject: Reply with quote

s'a lot i could say about this (like how without 3-digit something mp summoners with psycho mp regen it'd be completely untenable to have whole classes based around this)

but i'll primarily just note that thinking of pets top-down in their maximum capabilities (<1% of scenarios) is a bad idea and lead to some massive injustices in class design
Back to top
View user's profile Send private message
Dissident
Active Member
Active Member


Joined: Jan 19, 2010
Posts: 464

PostPosted: Tue Oct 08, 2019 7:50 pm    Post subject: Reply with quote

Quote:
Pets doing 20 or 30 attacks while being summoned for 1 AP is hilariously overpowered from the point of view of AP efficiency. Sometimes summoning a pet is much much better than casting spells to attack.


Agreed. When they neutered AOE attacks because they said it was OP I was surprised how they cannot see an AP multiplier mechanic isn't, albeit having lower accuracy and inferior targeting.

That being said, Nerfing Petmaster at this point means there'll be more failed raids against the bigger factions because of clearing power.

Also the suggestion of having to consume 1mp from pets is too much imo, maybe only on hits? I don't really know.

I think the way to approach this is having a scalable pet design that makes super pets, well...SUPER. and the horde pet be cannon fodders quality.


PS. Standardize the stance with AOE. Wizard's AOE has been nerfed to no use but there are still 1AP AOE out there...it works the same way as pets only weaker because you can't use it defensibly.


Last edited by Dissident on Sun Feb 23, 2020 5:28 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
Edith
Active Member
Active Member


Joined: Sep 16, 2014
Posts: 123

PostPosted: Tue Oct 08, 2019 10:05 pm    Post subject: Reply with quote

Try having spend 180CP for Keening of the Dead and the targets are getting like 7 damage each. SMH

I don't login with that char anymore
Back to top
View user's profile Send private message
Saxony
Active Member
Active Member


Joined: Jan 19, 2010
Posts: 219

PostPosted: Fri Oct 11, 2019 10:36 pm    Post subject: Reply with quote

Thanks for your feedback everyone. I like getting new ideas and bouncing them off of people, so this really helps me out.

Some new ideas:
Change petmasters so they can buff their super pets, turning them into super duper pets.
Thanks to Dissident for this idea. Petmasters could get new options for buffing their pets (either temporarily, like casting a spell that lasts for 10 status ticks, or more permanently like how rejuvenating a hellhound turns it into a netherhound). A quick and easy way to describe this would be giving Anoint and Holy Transfer to all petmasters, but they can only use that skill on their pets. You could buff your pet's accuracy, dodge, soak, give them an affinity potion, etc.

A less expansive system would be giving each petmaster a new skill (perhaps with some child skills) that gives them a streamlined version of that. You could spend 1AP and maybe 5-10MP to give your pet +2 damage, +10% accuracy, +10% dodge, things like that (the AP and MP costs would need too be balanced against just summoning another pet or rejuvenating one you already have to heal it and give it more attacks). Maybe even a damage aura (though that would be possible with the Anoint/Holy Transfer idea). A child skill could expand these buffs to something like +4 damage, +20% accuracy, +20% dodge. Those are some rough numbers. Right now a petmaster really only summons their 1 super pet if they can, then spams out whatever other pets they have to form their petwall. And every super pet is exactly the same. I think there could more depth there (though again, it would need to be competitive with just summoning more pets or no one would use it).

Drastically reduce the amount of MP pets have.
This idea would keep everything in the current pet system, but just reduce the amount of MP pets have. Change it to 5MP or 10MP. An IB kills a ghoul in 8 attacks, so that's roughly similar to what exists now. A character with an aura spell kills a ghoul in 10 attacks. This would severely change the math on how many attacks a pet gets when newly summoned. It would bring the damage potential of summoning 1 pet more in line with casting 1 spell, though summoning 1 pet would still be better than casting 1 spell. It's also a less sweeping change than the original idea and is much easier to implement. It also allows tanks to try an endurance strategy and tank without an aura (like an ES).

Reducing the MP cost, or use something else instead of MP costs.
This is really just tuning down the nerf side of this suggestion so it's not so drastic.
Maybe 1MP per every pet tick (meaning all your pets attack on the pet tick and that costs you 1MP). Perhaps 1 MP per 2 attacks, or 1 MP per 3 attacks. Dissident suggested the MP cost could only be paid on successful attacks. The cost could also be changed to AP, or perhaps a new resource could be used for petmasters to attack with their pets independent of MP (that one sounds kind of complicated).

Nerfing tanks to balance the nerf to petmasters.
This opens a whole new can of worms and seems overly complicated. It might be necessary to balance the nerfs in my original suggestion, so that might mean the original suggestion could do with some tweaking, or just different ideas entirely.

Saint_Jimmy wrote:

* The fundamental flaw in this is that it's a big enough nerf to pets that it means petwalls are almost completely neutered. Being generous to the petmaster - say they had 100 MP and an 80% accuracy rate. 1 healing potion comfortably puts them over the maximum damage output if you're soaking it to 1 (which outside of edge cases such as wights you will be).

* Another issue is that it sucks to log in and have no MP (*shakes a fist at defilers*). This also means you're more likely to end up in situations where you log in, have died and have 0 MP making it a lot harder for you to head back to wherever you wanted to be, or resummon some pets (which you'll need more MP for to actually have them attack afterwards)

It is a big nerf, which is intentional and brings them more in line with casting actual spells. Right now there is very little reason for a petmaster to use spells because they can summon 1 pet that can attack possibly 30 or 40 times or they can cast a spell and get 1 attack. That doesn't necessarily mean they are overpowered, just that compared to spells, pets are the clear winner. It's sort of unusual for a spellcasting class to never use spells, and the AP efficiency is incredible (I think it's the most AP efficient way to do damage in the game). Those reasons were the real push behind this suggestion, and nerfing petwalls in raid defense was sort of side issue.

I had thought about making the pet attacks cost AP, or something else like that which would be an alternate cost. Another way of doing it would be basically keeping everything about the current pet system the same but drastically reduce the amount of MP pets have (to 5MP or 10MP). That would mean characters would still need to survive roughly the same number of attacks as they do now if they are tanking with a damage aura, and would also allow for people to tank by outlasting the petwall (like an ES with no damage aura).

Quote:

* It reduces the differentiation between different pet types/ pet masters. So there's sort of a theme for each of the pet masters - Lich has lots of cheap pets, LS has fewer strong pets and WM gets [s]screwed[/s] versatility and variety amongst their pets (WM not so much right now, but things are in the works etc etc). If they're all doing 1 attack/ MP each, that then means the only thing that really matters is having the best pet damagewise. AP/MP means that we can have cheaper (and weaker, although we probably need to tune things along accuracy a bit more) pets that are still worthwhile.

This is a good point. I think that ultimately each petmaster character is still just trying to get the pets with the most damage or best combat stats and then spam that to form their petwall. I'm not sure I've ever seen a lich with zombies instead of ghouls, for example. Lightspeakers get their judgemasters and then just spam that. I think the alternative pets like with a better damage floor or see invisible do make things interesting. Aetherspites are I think probably the most interesting utility pets. Ultimately, I think people just spam a bunch of ghouls, judgemasters, or hellhounds/netherhounds.

Quote:

* Re: Petwalls needing a specific counter to be dealt with - I sort of agree with you here, but I'd disagree on how specific the counter is. The Deadly Sins relies on Doom Howlers as our primary tanks. Seraph and Holy Champion are both very good tanks, as is Advocate. Nexus Champion was, for a long time, the outright best tank in the game and is still very strong. People who can cast spells can fill in as pseudo-tanks for smaller pet walls. There's a few "tank" classes that fail to fill that role properly but I think there's a lot more potential options than you're accounting for - and I think that when it comes down to it not everyone should be able to tank effectively.

I think you're right that not every class should be able to tank. The point about specific counters is about damage auras rather than character classes. To me, damage auras seem like a counter intuitive way to deal with a army of pets (sit around as they fling themselves onto the damaging aura until they take enough damage to despawn). In the original nexus war, I don't think they were originally intended to take out 10, 20, or 30 pets. They were there to make an IB or Seraph more survivable if they were outside the stronghold (in addition to their bigger hp and innate armors), or more of a pain to deal with for raiders. Without the damage aura, their bigger hp really just makes them a bigger bag of xp, which is sort of counter intuitive. Of course, they did eventually fill the anti-pet role as time went on and that became a part of the game's intentional design.

With the suggestion as is, a level 1 mortal could survive 49 attacks assuming they can reduce the damage to 1. Level 30 petmasters commonly have 49MP and level 1 mortals have 50MP. That was an example someone brought up in chat and it does make the suggestion seem a bit ridiculous.

Nerfing petwalls in this way would need to be balanced by nerfing tanking in some way, and that just opens up a whole can of worms. Perhaps the nerf to petwalls could be less severe and then balanced by some sort of nerf to tanking? In any case, opening up that can of worms makes the suggestion much less feasible.

Quote:

Anyway, thank you for posting that - I enjoyed reading and thinking about it. If I missed anything you want me to address or have any more questions please point those out and I'll try to reply quicker this time Razz

Thanks!

Nayru wrote:
s'a lot i could say about this (like how without 3-digit something mp summoners with psycho mp regen it'd be completely untenable to have whole classes based around this)

but i'll primarily just note that thinking of pets top-down in their maximum capabilities (<1% of scenarios) is a bad idea and lead to some massive injustices in class design

Yeah, the nerf in its current state is a bit drastic and it seems like it would need a redesign of tanking as well. Honestly I think tanking is a bit too powerful as it is (1 character killing your entire army of pets because they foolishly fling themselves onto the damage aura), but pets are also very powerful in certain scenarios (summoning 1 pet compared to casting 1 spell, an unprepared character or non-tank getting next to your petwall and getting obliterated). But I guess a big army of pets is supposed to be cool, and this nerf would take that away. Nerfing pets would require nerfing tanks, or otherwise giving massive buffs to petmasters to counteract the nerf (like giving them 100s of MP as you pointed out).

Dissident wrote:
Nerfing Petmaster at this point means there'll be more failed raids against the bigger factions because of clearing power.

Also the suggestion of having to consume 1mp from pets is too much imo, maybe only on hits? I don't really know.

That's a good point. Nerfing pets like this could make offensive raiding harder (and honestly I think using a pet army offensively is much more interesting than passive/defensive play). And having a 1MP cost could be too much.

Quote:

I think the way to approach this is having a scalable pet design that makes super pets, well...SUPER. and the horde pet be cannon fodders quality.

That could be the way to do it. Instead of having a giant pile of pets, you have 1 super duper pet that is as good as the pet spam we have right now. Then the petwall would be just that, cannon fodder, as you say.

One way of doing that without breaking the balance of damage and soak values as they stand is to allow the super pets to attack multiple times, maybe even give them a bunch of dodge instead of a bunch of health. Or perhaps let them respawn if they die. Another idea would be buffing your pets using MP. A petmaster would generally never spend MP to buff a single pet instead of just summoning another one, but with the super pets that situation changes.

Right now a petmaster can really only help their pet do damage by rejuvenating them so they get more attacks.
Back to top
View user's profile Send private message
Kandarin
Dreamweaver
Dreamweaver


Joined: Jan 19, 2010
Posts: 2278
Location: Charlotte's Bakery University

PostPosted: Thu Mar 04, 2021 2:30 pm    Post subject: Reply with quote

We're already committed to a certain way of doing pets, though part of that approach is one class whose pets handle resources differently from other pets.
Back to top
View user's profile Send private message
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Nexus Clash Forum Index -> Suggestions Dump All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2001, 2005 phpBB Group
Forums ©
Credit: Site homepage artwork (C) 2017 Acaisha Buffo
Character creation and raid ticker icons by Lorc and Delapouite at game-icons.net
Original Nexus War classes, powers, and lore copyright 2003 - 2021 Brandon Harris (bharris@gaijin.com) used with permission.
PHP-Nuke Copyright © 2005 by Francisco Burzi. This is free software, and you may redistribute it under the GPL. PHP-Nuke comes with absolutely no warranty, for details, see the license.