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Posts
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Quote:Great. Now even some of best IO's are on sale for real money. What's next, level 50 characters? Where is the attraction to play, level, find, and slot up characters when someone with a bunch of cash can just buy everything you spent weeks working towards? If you wanted to make these sets easier to obtain, why not discount their Merit point or Astral point cost for the Thanksgiving weekend? City of $$$$
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Quote:Okay, now step back and stop looking at it from a selfish perspective.
What about other players' stalkers? What about the primaries that aren't Street Justice or Kinetic Melee? What about the stalkers without high-end IO builds? What about the Stalkers under level 13 or 26 or 32? How you use your characters isn't always how others use theirs so singling out your perspective purposely ignores other variables and that's not something we should be doing when making fundamental changes like what is about to occur.
I'm still curious about people's opinion on the change from a thematic stance. No one has really bothered elaborating on that, that AS is ultimately harder to use and slower to get a marginally good effect when hidden vs the quick and most likely superior effect of AS when not hidden.
To me, it's backward on a fundamental level. Stalkers are suppose to want to strike from ambush and AS has its downfalls in that regard. But Assassin's Focus is there to aid when not hidden? But still does nothing when you are?
Again, I'm not arguing a buff to Stalkers, nor am I limiting the scope of the buff to a single initial burst. But it really makes what a Stalker normally does obsolete vs making that better. Those that never use AS or Placate > AS? Ever ask yourself why that is? When you determine the reason, try thinking of something to *fix* that...
Because the tactic sucks. And as 'thematic' as it may be, it wasn't very 'thematic' at all. Congratulations, you took off a good chunk of boss HP. In that same animation time you probably would have done almost all of that damage in most sets with two-three attacks. Granted you didn't terrify anything with your gloriously gory display...
We get it, Leo_G. You enjoy Placate into AS and AS in general. That doesn't mean AS itself isn't outclassed or nearly by a lot of the Tier 9 Melee Attacks, and that Placate into AS is garbage. 'Thematically awesome!'? Maybe, I guess. Probably not.
Why is AS hardly used as an opener in the high end? Interruptible. The damage is fine but it has Snipe Syndrome; Interruptible attacks are generally not worth their slot. Generally. And since AoEs are generally flying upon engagement, it makes AS a lot harder to use. And asking your team to "WAIT FOR ME TO AS!" when they could have dropped their AoEs on the ground is TROLOLOLOL.
Nothing will fix the truth; AS is not an ability that works well in /most/ teams in an MMO. Is it good for soloing? Sure, but an ability designed almost entirely for soloing is poor design in an MMO. Solo Viability, not Solo Intention.
And Placate is just garbage. -
Quote:Placate, rewarding? Only if you're Kinetic Melee, and that's to just do Burst into Fireball AoE crits. Outside of that? Real useless.And I don't admit stalker tactics aren't rewarded. Because they are. Use Placate > AS now and you're rewarded with Demoralize. Use Placate > AoE and you've got higher crits in an AoE. Basically, I want there to be a purpose to using placate no worse than what we have now. Same with using AS from hide.
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Quote:Okay, I actually like this idea! Except, one thing.Okay...
Personally, I think Synapse got the idea rather reversed when it comes to Assassin's Strike's speed. That you have to wind up while you cannot be seen seems to be contrary to what a skilled assassin would do. If going by theme, AS should have its 1sec uninterruptible animation when you're hidden and be the regular animation while unhidden.
When the whole momentum mechanic was introduced, it was my thought that, if you are sitting in wait (hidden), you're prepared to ambush immediately. So in that regard:
-While in true hidden status, AS will not be interruptible (reverse it in PvP zones) and animate in 1 sec. This attack will do scale 7 damage and demoralize foes in range.
Not only would this make Placate > AS very useful, it also makes the ATIO not penalize you (ho ho, did you forget about that whole 'chance for hidden' proc?) in regular melee, but instead helps.
Assassin's Focus sounds like it'll really make Stalkers a ST DPS monster. But let's be real here. How good is a 1sec AS attack at base damage by itself? I truly doubt it'd be very balanced for AF to basically make AS 2x effective 100% of the time (because it'd be child's play to hit a foe 3 times while you wait for AS to recharge). But in conjunction with my above thoughts:
-Without Hide, Assassin's Strike will have a 10% chance for 2x dmg, animate in 3 seconds and be interruptible. Assassin's Focus will make it easier to use Assassin's Strike without Hide. One stack of AF makes AS uninterruptible, two stacks boosts its crit chance to 50% and three stacks reduces its animation to 1 second (the same as being hidden).
On paper, this seems less outrageous than what was proposed and still keeps the suggested idea of boosting the capabilities of a stalker in ST damage. The attack is supreme while hidden and situational when not, but with focus, you can make AS a more viable basic attack.
Not only that, it still puts the player in a position to need to make a choice in utilizing placate. This choice is also a part of what I'd consider Stalker tactics.
Where is this ANY different from the proposed changes? You're going to get 3 stacks either way, and then fire off your AS Burst. The only big change you're doing is making AS from hide more valuable, which I agree it needs to be. But... otherwise, you changed nothing else and just made it more 'complicated' with less 'payoff' aside from some sort of feeling of... satisfaction?
You changed nothing. Good job! -
Quote:Stopped there. Couldn't control laughter.(Snip)Frankly? Stalkers work just fine right now, and their unique style is fun and captivating and has the interest of many players (Snip)
Stalkers work just fine right now? Yeah, about that? No. They're playable in so much that they can get Buffed to Stupidity and perform like everyone el- wait no, that's also a lie. They're playable in so much that Gravity Control is playable... except at least as a Controller you get a broken Support Secondary, and as a Dominator you can take an awesome Assault set + Fire or Ice mastery and trolololol to the bank.
I'm going to ignore the rest of your post, as you're just chastising me for not liking the current Stalker. Which, is true. The current Stalker is a garbage, wanna-be Scrapper with nothing unique about it. Nope, sorry. I don't think Hide, Placate, and Assassin's Strike are 'unique playstyle' at all. And yes, they are gimmicks. They're the gimmicks of the AT and they're worthless in execution. Glad we agreed on that.
There is /nothing/ unique or good about the current Stalker. A BIG OL' CRIT out of Hide? Yeah, that burst damage is quickly overwhelmed by any other DPSer due to their superior numbers.
PS: Bane Spiders and Night Widows do it better. Unique? Nope. Funny how those aren't garbage ATs, even though they utilize the same thing! Maybe because their core design didn't throw everything into relying on their Assassin's Strike mechanic, and it was instead utilized into already go- holy crap they're changing AS into the Bane/Night design!
GENIUS. -
Quote:I want you to go AFK for a little while and clear your mind. Then, come back and read that and realize you're not fixing anything, and using an idea like "Do it like they do in Anime!" makes me wonder about something; how would they implement that in a game like CoX?I disagree here completely. We can do exactly that.
Look, the game design rewards AoE, on this we all agree. If stalkers could 1-shot any level 54 enemy up to and including bosses with every attack including the T1s and T2s with no buildup, and if all of our attacks animated in less than 1 second, then that would be WTFPWNERY over most scrappers and brutes. It would also still be weaker than a SS/Fire/Mu brute or a fire (or electric)/shield scrapper in terms of farming. Despite that, it would be pretty broken.
On the other hand, there is a point where our attacks could all be faster than anything a scrapper or brute has, and still do somewhat more damage. Enough that we are dropping spawns via rapid single-target attacks about half the speed of someone who does 2 AoEs then polishes off the lucky lieut and the two bosses. That would still be competitive and viable to teams. It would be awesomely in demand for hard single targets like a barracuda with no mm/defender or a MO Lamda.
This makes us a lot like scrappers, just single-target focused and really, really good at it.
So another way that works more stalkery would be to replace the chance to crit unhidden with a chance to hide and make it a global placate with a 120 target limit (like the incarnate buffs). So we hit, hide, hit hide. stick and run. abuse the AI almost like those teleporting enemies so popular in Anime but without a teleport. I'm here, now I'm there, now I'm here again. They almost have me, ooh clutch placate I shed all aggro and have time to lick my wounds. Combined with the proposed change to AS, this would be a devastating amount of single-target damage.
I'm sure the group can think of many more ways as well, that all preserve the difference between scrappers and stalkers better than anything I can think of. There were some great ideas in Evil's thread from last week.
The short of it is, that somewhere there is a line above which our single-target damage is high enough that we are valuable to teams as a blurry buzzsaw of death. The devs can put us there any time they want.
You did admit that the issue here is AoE is so powerful, and Stalkers give AoE up for... their crappy gimmicks. Should they get their AoE back? Eh. But relying on the crappy gimmick is not doing any good. The proposed changes from the Devs so far? Lovely, and i'm considering picking up Stalkers again knowing I can do a lot more STDPS, like the design promised to in the first place.
So... yeah. Your ideas, while nice? Aren't practical and don't fit the gameplay design of CoX. -
Quote:There's a difference between 'unique' and 'gimmicky'. One can be utilized into something fantastic. The other is, well, gimmicky. Placate, Assassin's Strike, and Hide are 'gimmicky'. They are not the /core/ of Stalker gameplay. "What?", you may ask?And I can tell you don't particularly care how Stalker accomplishes the feat of being great. You're focusing on the goal of 'beating' those other melees even at the cost of individuality or style. Worse yet, you must have yourself set to believe I'm somehow trying to *hinder* your progress into greatness or 'ruin' things by resisting this design direction...
Try to look at the changes objectively. Personally, yeah, these changes look wonderful and I'm all for them...it's just it basically makes Stalkers into Scrappers with a spammable pre-nerf Energy Transfer.
Don't look at the survivability (honestly, the suggested changes closes that gap nearly completely) or even the loss of AoE (the change that makes AS activate faster seems a fair trade for some of the lost attacks and you know it) but the sum total of the changes and how the AT uses the tools to craft a unique playstyle. So don't tell me how 'gimped' you think Stalker's tactics are and think about what you'd do to make them 'ungimped'.
When Angry Citizen was around, parity was a goal, but keeping the Stalker's unique style was also the goal. The situation I'm seeing now? The devs are willing and ready to make Stalkers into Scrappers and have placed an option down that may do that at the cost of what a Stalker has naturally sought to do.
Do you want to marginalize the hidden AS tactic? Or Placate? So that you can say you're better than X and Y?
I'm not telling you to hate the new changes, just to actually *seek* *SOMETHING* that at least attempts to reward a Stalker for his tactics, which I don't believe these new changes do.
Hah, don't shoot me down like I'm trying to ruin your party. You've actually got a dev set to help the AT out, don't toss away your opportunity by just giving up what makes Stalkers unique...
Because, RIGHT NOW? Assassin's Strike is horribly unviable in the AoE spamfest League nonsense. Even IF you get it off, your /core/ unique ability is usable, practically, once per fight; before the fight starts. Using Placate into AS DURING a fight is still arguably not a viable use of time.
Let's be honest here and stop kidding ourselves; City of Heroes is not a game designed for sneaky sneaky PRECISION BASED EXECUTION WEEEEEEEEE. It's far too, bluntly, stupid to do so. Even in games like World of Warcraft, Rogues are their Hidden status to get into a good position, and then open up and go toe-to-toe. And, really? Rogues are Scrappers, not Stalkers.
Regardless, don't get so haughty. I'm not trying to 'hinder' you, so much as I'm shaking my head at your logic. Right now? Stalkers are a mess. They're not competitive at all, and the ONLY reason you'd pick a Stalker over a Scrapper or Brute (Or Blaster or Dominator) is simply because you couldn't find the other. You do not pick a Stalker because of their 'unique' nature, in the LEAST, because of how gimmicky garbage it is.
Again, because the emphasis cannot be held enough; City of Heroes is not a game that supports Solid Snake mentality of swiftly eliminating a single enemy, then going back and doing it all over again. It's a game designed to put you at odds that in other MMOs you'd get crushed, and walk out barely scratched. You're a Super Hero/Villain, not a street rat.
When I first heard "Stalker" back before City of Villains went live, I didn't imagine what we got; a gimmicky, crappy Brute (Scrapper now.) I was expecting something... 'graceful'. In so much that it took some thought, but with that proper thought you'd make Scrappers and Brutes blush at your display of WTFPWNERY.
I realized some time later that wasn't possible in the core design of City of Heroes; you really can't do something like that. What you CAN do is give Stalkers a 'unique' trait, in so far as unique as Assassin's Strike/Focus can be with the new system, and try to find a way to make it more 'rewarding' in utilizing it properly.
As it stands? 'Combo Systems' in City of Heroes (looking at you, Dual Blades) aren't that well implemented. You really couldn't do something so 'unique' for Stalkers in that regard. This change? While you could argue it makes them "More like Scrappers than ever before!", how is that a /bad/ thing? Because it takes away what makes Stalkers 'unique'?
Giving Scrappers access to the Stealth Pool and Energy Aura did that waaaaay before this did, but I digress.
Hide, Placate, and Assassin's Strike, as are, will always be gimmicky garbage that weighs the AT down and offers nothing 'unique' to it. No, these aren't unique, game-altering features. They're garbage and drag the archetype down, as they are currently implemented.
I'm more than open to hear of ways to keep Stalker being 'unique' in some totally redesigned manner, but just tweaking how Hide, Placate, and Assassin's Strike work won't do that. They will remain gimmicky garbage if they remain anything like they currently function.
Or, at least in the game they're in. Repeating one more time; City of Heroes doesn't support this type of gameplay, period.
So, Leo_G? Show me what you would change. Show everyone what you would do to keep Stalkers unique, but to remove the LOLSTALKERS title once and for all. -
Quote:But is it any better /now/? Let's be honest here; Hide, Placate, and AS are gimmicky as all hell. As it stands, Stalkers are; "Do a lot of Burst on the opening, and then cry in a corner while everyone else out damages me", primarily due to the poor design of AS.From what I can tell, and IMO:
-using AS with hide wouldn't be as advantageous for damage (and only minorly for mitigation because of the short duration)
-placate might waste more of your time than help unless you've got an AoE that'll hit 4+ foes
-this emphasizes less on tactics or timing and benefits mostly the scrapper style of play with little choice of the contrary
-enforces the build preference of taking and abusing AS where, now, you can get by perfectly fine without AS or placate...
This new design? You could still open with AS for the huge burst (I guess, as I said this wasn't even well designed anyway), but now it looks like Stalkers, building their Assassin's Focus stacks and using AS, will actually get the title of "Highest Single Target DPS in the game", as they should have. They're significantly squishier than every other dedicated Melee AT, they SHOULD out damage those ATs, flat-out.
It's not even a debate, nor SHOULD it be, that Stalkers should out damage Scrappers and Brutes. Their lower HP and lack of AoE are both detrimental to their health. They need to burn through single targets a lot faster to make up for it.
Should they HORRIBLY out damage those two? No, but it should be by enough that "Stalkers lack of survivability and AoE is worth it for their massive STDPS".
As for AS being more useful outside of Hide with the changes? Oh glorious day, a gimmicky garbage power will have a use, that is generally the power that removes the one AoE in most melee sets?! So I don't feel bad that I lost that AoE for a garbage single target power?!
YAY! -
Quote:There's nothing wrong with the price... if the dog did more. I'm not saying it needs to be a combat pet or anything like that. It's simply... kind of 'lame' in regards of what /I/ would want out of an animal companion. I was expecting a 'Tricks' or something. Making it roll over, or bark, or some such interaction.I just spent my paycheck on twelve of the German Shepherd pets. Yes, twelve of them to support both the new model and to keep high prices going. I think this is a great idea personally, as it will cause more people NOT to buy them, making them rares, therefore making the people that buy LOTS of them uberl33t super VIPs who are better than everyone else, like me.
To everyone who has NOT purchased seven or more of said canine minion, get on your knees and kneel before Zem.
I wouldn't pay $5 to take care of someone's retarded pet. I'd expect to be paid, and this is no exception!
... Except if it were a Shiba or Corgi I'd be all over it so don't mind me.
PS: Print Screen/Paste your receipt. -
Quote:Female MM pets will likely never happen. Mostly because no male players are hiding their /true/ intentions for such a thing. While some people may say 'Oh they'd use a harem that's hardly an excuse to deny it!', well...I would picture something akin to the hound pet/teammate in Dragon Age for a charging-type attack.
You could also use the lvl 18 power for a Gang-war type power but with hunting birds or the like. A targeted aoe like the gunfire from the vanguard jets in the tutorial or Rain of Fire, birds swooping down causing dot, fear, and perhaps a tohit or defence debuff. Not real/persistent pets like Gang War, but provides some control/mitigation.
I like the set as listed and would definitely give it a go. First I would want to see a female skin for Thugs, so I could play the MM I've been saving a name for for the past year or two, but a beastmaster character would definitely be fun.
/em glances at Gunslinger thread via sexism rampaging.
IS it a valid reason? Not so much, but... it's also not /that/ important. But we know what MOST people asking for Female MM pets want. It's, sadly, not a minority thing. It'd quickly dive into a realm of immaturity. -
I think it's standard for Pets to have at least two fast recharging ranged attacks to partially cycle through for the sake of not being Totally Screwed if something goes airborne or is otherwise impossible to reach.
Do NOT force a Mastermind to take their (terrible) personal attacks as a way to 'counter' the weakness of their pets not having reliable ranged attacks. That will, in turn, make the set a few kinds of worthless.
I can't put enough emphasis on the logic of a melee-only pet set. We have one of those. It's a joke. It's a joke not just because of it's survivability, but how insanely fruity Ninja AI gets against enemies it can't reach. If nothing else, all of the pets should have a ranged -Fly attack, if only one, to knock things out of the air so they can promptly lunge in on them. If. Nothing. Else. -
I'll wait for the Corgi or Shiba.
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Instead of fusing together Thugs and Demons like Adeon suggested? Let's do something like this.
[Wolf Whistle]
Creates Pet Wolf (x3)
Power - Resistance: +15% to all Defenses
Bite - Standard, Lethal Damage, 10% chance for 0.67 Knockdown
Howl - Standard, Smashing Damage, Ranged, 10% chance for mag 2 Stun.
Feral Howl - Pet Buff 1, Smashing Damage, Cone Ranged, 10% chance for mag 2 Stun.
Feral Bite - Pet Buff 1, Lethal Damage, 10% chance for 0.67 Knockdown
Rabid Howl - Pet Buff 2, Smashing Damage, PBAOE, 10% chance for mag 2 stun.
Rabid Bite - Pet Buff 2, Lethal Damage, 10% chance for 0.67 knockdown
[Cat Whistle]
Creates Pet Large Cat (x2)
Power - Resistance: +20% to all Defenses
Beyond this, standard claw attacks, including Focus, Shockwave, and Spin for a mix of fast single target and AoE would be good. Additionally a thematic minor lethal DoT would be glorious.
[Bear Whistle]
Creates Pet Bear (x1)
Power: Resistance: +15% to all defenses, +15% to Smashing/Lethal/Fire/Cold Resistance
For this, I'd suggest one unique thing; an AoE taunt aura that gives the bear scaling +DEF/RES/+Max HP, to make it a pseudo-tank. Weaker than a standard tank aura (thusly, something like RttC) so the pet isn't at any serious risk.
Beyond that? A good deal of PBAoE and Cone attacks, likely with Knockdown components. It wants to try to keep aggro off the other pets.
Finally, I'd strongly suggest a Temporary Pet Power. Probably something like Posse, that summons a variety of animals. Primarily, this would be for the Pet Auras. -
Quote:Blasters out-damage other archetypes?Nah.
Caps would be in place and modifiers set to prevent tank magery. Besides, if someone spent billions on a IO build for this AT it wouldnt be any different then any other AT with money thrown at it. This was pointed out earlier by others.
Min/Max would actually play something else, as the something else would be able to achieve higher values of whatever they are after. blasters would do more dmg, the other ranged AT have team buffs and force multipliers, and the melee AT's would be a lot more durable. This AT would hardly become the farmer's choice. Min/Max is all about lvl 50 maximum powah!! builds. A IO purple blaster is going to better then this AT in terms of dmg, and at least be equal in survivability if not surpass this AT.
The point of this AT is not lvl 50 MAXIMUM POWAH!! but more lvl 1-50 on SO's and lucky drops. If someone took this AT and MAXIMUM POWAH'd it, they would likely run into the HP cap, the Res cap or both. Team buffs would easily put this AT at the dmg cap, well before other pure ranged or pure melee AT. And def soft cap is a moot point because you can do that on anything already.
If I did not feel there was room for this AT in between the ones we already have, I would not have suggested it or put this much effort into the discussion for it. -
Quote:The potential -1000% Regen is nice and all from the Assault Bot, but people tend to largely overvalue -Regen against AVs, who tend to not be the true culprits. GMs, sure, it's far more powerful.I would be very, very impressed to see mathcraft that could prove Bots' effective DPS on an AV/GM is worse than any other primary, when considering the -regen they provide.
That said, ho hum. How boring, if Bots lead in STDPS. -
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Quote:Trip Mine isn't that efficient of an attack. Either way, I have a Bots/Traps. It doesn't feel /that/ fast. Bots single target is just non-existent. Too many of their attacks are horribly slow and designed for single-target damage.If what you're after is an AV killer, Bots/Traps is what you want.
The combination is very durable, has insane debuffing potential, and impressive damage output all things considered.
A high recharge trapper can get close to 50% uptime on 3x Acid Mortar, which is like.. -60% resistance (from memory), and it can also take the Achilles Heel proc and keeps it up fairly well.
It can easily maintain 100% uptime on Poison Trap's -1000% regen debuff, and gets a bit of -tohit from their Seekers and the two protbots' as well, plus has the defenses of the protbots and FFG to rely on.
Then there's how brutally effective DoT Interfaces are on Bots/Traps because of the normal pets' stacking plus Acid Mortar... and of course you can also spam toe-bomb Trip Mine.
The other benefit of bots/traps is that, not only is it good at crushing AVs... you don't feel weak in normal content either because the Bots are hellishly AE heavy.
That said, I know Bots/Traps is good, but it also gets tiresome at times. I'm not worried about "normal content" AoE shenanigans. Wasn't the point of my topic.
But, yes. Thank you, Bots/Traps is good. If it's actually superior to Thugs/Traps or Ninjas/Traps or Demons/Traps (OR Thermal) in AV romping, wow. I guess those attacks aren't as poor as I thought. -
Genin use the best MA attacks in the game, sans CAK. The comparison was "Ninjas use Fiery Melee/Blast on Oni, Katana on Jounin, and Martial Arts on Genin. These sets themselves are high-end for STDPS." Apologies for confusion. The statement itself doesn't matter.
Since MA's buffs a while back, I think it was calculated as the best STDPS set, not including steroids like Dark Melee. -
As the topic suggests, I'm curious to figure out which MM primary as the highest /single target/ or thusly AV, damage prowess. Before immediately considering Ninjutsu, I wonder if that's fact.
Martial Arts, Katana, and Fiery Melee/Blast are three of the better single target damage sets, no doubt. In fact, Martial Arts being the /best/ in that regard. If we don't focus on survivability (AKA no Resistance) for the moment, how do Ninjas stand up, in STDPS, to Demons or Thugs? I'm going to assume they beat out Robots due to Robot attacks having some horrible animation times (4.23+ seconds).
Once that is considered, let's then observe their Survivability as a secondary. With no resistances, Ninjas, when hit by an AV AoE, are going to die horribly. This may not be a huge deal on paper due to their extremely quick animation times to get back into the fray. Is their STDPS going to beat out Thugs/Demons by enough of a margin to off-set the survivability differences?
That being, Thugs will generally have more Defense, and Demons are praised for having capped or near capped Resistances while also having decent Defense.
Finally, since Leagues, Teams, and Trials are part of the game, and thusly we can assume decent levels of buffage, how do they then compare if we were to asssume all three were soft-capped and had high resistances (Demons being 90% capped on Resistance, obviously. Unless the cap isn't 90% like theorized?)
Basically speaking? I love ninjas... conceptually. But I'm also a massive power gamer so ARGH CONFLICTS!
Any assistance from experienced Ninja players, or those that have been putting research in STDPS from MMs, would be loved. -
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Quote:Opps, I forgot how long DS cast times were. Oh well?Hard to understand the fact that release pets does not always work huh? I use it..it does nothing. AKA..it is NOT a fix, bro. Hardly a big deal when each time you zone you have to resummon. Also, you need to check your terms. This is not a quick fix. Since you know..a fix would..FIX said bug from happening?
Also, let's look at your 'only 10 seconds wasted' a bit closer hmm.
Demon Summoning.
Summon demonlings, 4 seconds
Summon demons, 4 seconds
Summon demon prince, 4 seconds
Upgrades, 2.17 and 2.07 seconds
Need a calculator? Or are you just rounding down? Hey look..now my post is constructive!
You're still a goober for not knowing what /releasepets is. >_> And... yeah. The fact I've been playing MMs since CoV went live and had SO MUCH FUN resummoning on each zone in? That bug is really nothing to whine about. -
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Quote:Great constructive post there, bro. As noted before, I did list the solution (/releasepets).Great constructive post there Bro. I think you are confused as to who looks like the jerk (I'll give you a hint, try a mirror). Clearly you don't even PLAY an MM, or you would know that dismissing the pets does not fix the bug. It removes them from your pet window, but not the game. Even logging off and back on does not always fix it.
To fix it certainly I have found you HAVE TO DIE. How it that just 'an annoying' bug?
Release is not the same as Dismiss. Ahem, "Clearly you don't even PLAY an MM, or you would know that dismissing-" and releasing are two different mechanics.
I partially quoted you, hope you don't mind?
This bug? Is hardly a big deal. Oh no, you lost 10 seconds of your time. Well, more for you since you never bothered to discover the 'quick fix' for it, generally speaking.
/releasepets
Resummon.
10 Seconds lost.