Pet Recharge Inheritance Change


300_below

 

Posted

[ QUOTE ]
[ QUOTE ]
Finally if RIP sets weren't intended to make pets attack faster how was adding them to the game exasperating the problem?
"but then we introduced the Recharge Intensive Pet IO Sets and suddenly HUGE amounts of Recharge were available to certain pets." Castle

something is not adding up here.

[/ QUOTE ]

It was exasperating the problem because they were not *intended* to boost the Recharge of pets' powers, but they *did* - contrary to the devs' intent.

[/ QUOTE ]

It seems to me that "Recharge Intensive Pet Sets" were meant to be slotted in pets that are "Recharge Intensive". That is, pet summons that take a considerable amount of time to recharge, and for which it is to the player's advantage to slot recharge. To faster SUMMON the pet.

Without the RIP sets, you are forced to slot Recharge separately, since normal Pet Damage sets don't provide Recharge.

And the word you are looking for is "exacerbating". "To make more violent, bitter, or severe."


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Recharge intensive pet sets. I understood that these were created to increase the firing rate of the pets that they were accepted into. What exactly is their purpose now?

[/ QUOTE ]

That was never my understanding of what these sets were created to do. They are to increase the recharge rate of the summon power for the pet.

[/ QUOTE ]

A lot of people have varying understandings of these sets and the soulbound allegiance set and how they were intended to affect pets.

Does anyone have the dev info when these were implemented. And if that info does indicate that ONLY the summon recharge time was supposed to benefit and never the pet was there any dev followup done to stem the tide of posts indicating the belief that RIP and SA did improve pet performance?

[/ QUOTE ]


Well, if we look at what actually happened...

In early i13 closed beta, the RIP set IOs actually *did* improve the Recharge of powers belonging to the summoned pets.
During the beta a change was made so that Recharge no longer carried over to pets. Unfortunately this also blocked all *other* aspects of those IOs to carry over to the pet powers.

Now, consider what Castle said in the first post of this thread:
[ QUOTE ]
For a long time, we didn't notice, but then we introduced the Recharge Intensive Pet IO Sets and suddenly HUGE amounts of Recharge were available to certain pets.

We tried a few alternatives, which essentially ended up making RIP IO's broken for several months in a variety of ways.

[/ QUOTE ]

If we try to add 2 and 2 together, it seems pretty obvious that the RIP set IOs were *not* intended to boost the Recharge of pets' powers, and that when the devs noticed that they *did* they made a change to prevent this. This fix unfortunately had the side effect of blocking other aspects of the RIP set IOs, something that they were not able to find a simple fix for, thus leaving the RIP set IOs essentially non-working until this fix was made.

To me at least, it seems blatantly obvious that the RIP set IOs were *never* *intended* to boost the Recharge of powers belonging to the summoned pets, and once it was realized that they did, that was prevented from happening (well before those sets even went Live).


[ QUOTE ]
Finally if RIP sets weren't intended to make pets attack faster how was adding them to the game exasperating the problem?
"but then we introduced the Recharge Intensive Pet IO Sets and suddenly HUGE amounts of Recharge were available to certain pets." Castle

something is not adding up here.

[/ QUOTE ]

It was exasperating the problem because they were not *intended* to boost the Recharge of pets' powers, but they *did* - contrary to the devs' intent.

[/ QUOTE ]

Very interesting stuff, thank you for the information. This is literally the first time that I'm sure the majority of people have heard this.

I'm frustrated because this isn't even the first time in this thread that someone has said "oh well in the beta this was cleared up by the devs"

I guess we can blame insider closed beta information again allowing a select group to understand the inner thoughts of the devs when they refuse to tell the rest of the game population.

If like 99.5% of the population you weren't in that closed beta how would you suggest they "know" the dev intent behind the RIP sets? I actually had access to those closed forums through a friend, but never saw what you are talking about. Though I'll admit the steaming pile that was i13 pvp had all my attention lol. Can't say I've seen many people from that beta actively trying to distill the misinformation posted on the forums about how the RIP sets work, and one can't expect them to do the jobs of the NCsoft team.

So where does that leave us? You (and others) are talking like this is stuff everyone should know, but how would they? Would they know based on the patch notes that said nothing? Would they know based on the closed beta they weren't part of? I'm honestly curious how people are supposed to just "know" this stuff and put 2 and 2 together, when they have no idea that 2 was even supposed to be added to 2.

I'm very frustrated, there are a lot of people either not doing their job, or doing a piss-poor job in NCsoft right now. I'm not sure it is really acceptable after years of the same thing happening again and again. I understand that the majority of people will be as lazy as they can possibly be if there is no accountability, it is just frustrating (in all services, not just this game).


 

Posted

[ QUOTE ]
[ QUOTE ]

Then why does Sparky accept these sets since they do absolutely nothing for this pet?

[/ QUOTE ]

The criteria for making a power accept RIP sets appears to basically be:

A) The power already accepts Pet Damage IO sets.
B) The power accepts regular Recharge enhancements.

So, the reason Voltaic Sentinel accepts RIP sets is simply that it fulfills both condition A) and condition B).

[/ QUOTE ]

Of course, there is the question of why Sparky takes Recharge in the first place. But it's the same question, just displaced from RIP sets to Recharge in general.

I'm guessing it's an oversight, either that or it's meant to cover the few seconds of cast time it takes to make him not perma. Unless he can get inadventantly killed somehow. (Perhaps by an AoE, or an auto hit attack)


 

Posted

[ QUOTE ]
if only he could spam his Decoy...that would be hawt

[/ QUOTE ]

Nawt really. Nawt to mention it has zero to do with the problems I mentioned earlier about pet AI.


 

Posted

[ QUOTE ]
[ QUOTE ]
In the case of my fire/storm most of my spawn to spawn killing power is fire at work...

[/ QUOTE ]

Yep, that was kind of my point. You can't look at a nerf to one power in isolation -- it has to be considered in light of the performance of the other 22 powers at your disposal.

Fire control is admittedly a high-damage control set; it might be a fairer test to look at, say ice/storm, any storm defender, earth/kin, etc.

[ QUOTE ]
What I've found is that LS is NOT worth casting unless I'm going to be fighting in one location for longer than half a min.

[/ QUOTE ]

That was my observation of non-twinked LS as well. I'd bring it out for AV fights, sometimes for boss fights, or if I was just fooling around. It is pretty crucial to success in playing King of the Hill with the warriors on the hill by the tram in Talos.

In any case, I think a very good case could be made for either reducing the endurance cost or adding mobility. But I'm not sure that the current tone of the discussion is likely to render the devs particularly receptive to making those types of changes.

[/ QUOTE ]

I agree with everything you are saying, but I'd like to add that just because fire is awesome does not equate to storm being awesome. We can't look at how storm does w/ fire, you have to look at how storm does period. If storm is supposed to be the "damage" set then it is failing. If it is supposed to be something else then I'd like to know so it can be evaluated on that metric.

One could argue that storm used to be "the positioning" set, but the hurricane nerf made it shift away from that. Objectively with two pure damage late game, very high end cost psuedopets, it seems pretty clear that storm is supposed to do good damage. LS doing less damage than a MM's tier 1 is not "good" damage, but rather "pathetic" damage any way you measure it. I'm taling the lowest damage AT using its lowest damage attack... sad.

Your observations of a non-twinked (ie you don't have hasten, and you don't use even the cheapest IO's), or test version LS are apt. Castle has also stated that he does not like powers that are "only used for boss fights/ end of mission" which LS undeniably is. I just honestly hope it doesn't take him 2 years to back up his claims.

I will say that if ANY dev is unwilling to make a game change because of "spite" they should not have a job. Players are allowed to be emotional, the devs do NOT have that right. No ifs, ands, or buts. Ever.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]

Then why does Sparky accept these sets since they do absolutely nothing for this pet?

[/ QUOTE ]

The criteria for making a power accept RIP sets appears to basically be:

A) The power already accepts Pet Damage IO sets.
B) The power accepts regular Recharge enhancements.

So, the reason Voltaic Sentinel accepts RIP sets is simply that it fulfills both condition A) and condition B).

[/ QUOTE ]

Of course, there is the question of why Sparky takes Recharge in the first place. But it's the same question, just displaced from RIP sets to Recharge in general.

I'm guessing it's an oversight, either that or it's meant to cover the few seconds of cast time it takes to make him not perma. Unless he can get inadventantly killed somehow. (Perhaps by an AoE, or an auto hit attack)

[/ QUOTE ]

I think it is a case of another half complete job being done. Sparky used to have a shorter duration and you did need rech to get it perma. They upped its duration, but due to an oversight (such a friendly word for "not doing your job") it was not addressed and remains in that state once again an "oversight" even on test while all the pet powers are being manipulated.

lol, "sorry I missed our anniversary baby, it was an oversight"
"ya, I know I left the kid waiting 4 hrs in the cold while I drank beers, it was an oversight".

hmm wonder if this "oversight" thing has any potential to work in RL like it does for the devs.


 

Posted

[ QUOTE ]
[ QUOTE ]
if only he could spam his Decoy...that would be hawt

[/ QUOTE ]

Not really.

[/ QUOTE ]

He already could, according to my understanding. I heard decoys base recharge was 30, same as its duration. Add SB and he summons a second decoy because the power recharges quicker. People have even said they have had three phantasm decoys out, because of the FF proc and other buffs. At 100% recharge bonus, phant would have perma two decoys, so some IO bonuses from soulbound and speedboost- add in the FF proc and u've got three decoys. Or u could say AB, which i believe is 90% recharge boost (cant remember for certain) from the empathy set, and the FF proc, and u basically have two perma decoys, if not three sometimes. The nerf will lower protection and damage ratings for ill/emps, and they could do it legit.

And as for phantasm spamming his single target attack, he always does. Mine doesnt have any recharge buffs and thats what he does. I think it has to do with his st attack having an 80 foot range and short recharge, and his aoe attack having only like a 40 or 50 foot range and long recharge. I dont really care though, as his aoe has knockback, and having him kb everything away from a tankers tight herd all the time would cheese me off; as would him knocking everything off of my burning oil patch. heh.


 

Posted

[ QUOTE ]
To me at least, it seems blatantly obvious that the RIP set IOs were *never* *intended* to boost the Recharge of powers belonging to the summoned pets, and once it was realized that they did, that was prevented from happening (well before those sets even went Live).

[/ QUOTE ]

I don't find this statement to be reasonable.

Going back to VS. VS accepts the RIP sets. VS has a limit of one pet out at a time, a duration of 60 seconds, and a recharge of 60 seconds. It can't really benefit from the +rech portion of the RIP sets except for increased attack speed.

Gun Drone which has a 180 second recharge and a 90 second duration but which can have multiple copies out could benefit from the recharge in the RIP sets but can't slot them.

What I said before still holds true. Pet rules need to be made consistant (much like what was done with blaster primaries and defiance) instead of hasty changes being made that have varying effects with the different pets in the game.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Recharge intensive pet sets. I understood that these were created to increase the firing rate of the pets that they were accepted into. What exactly is their purpose now?

[/ QUOTE ]

That was never my understanding of what these sets were created to do. They are to increase the recharge rate of the summon power for the pet.

[/ QUOTE ]

Then why does Sparky accept these sets since they do absolutely nothing for this pet?

[/ QUOTE ]

The criteria for making a power accept RIP sets appears to basically be:

A) The power already accepts Pet Damage IO sets.
B) The power accepts regular Recharge enhancements.

So, the reason Voltaic Sentinel accepts RIP sets is simply that it fulfills both condition A) and condition B).
There's no specific requirement on "how much benefit" a power needs to gain from a specific set. In some cases this leads to situations where some people may feel that a given set confers very little in the way of benefit for a given power, and apparently that is the case here.

[/ QUOTE ]

Which highlights my point exactly. There is no consistancy in pet rules except for the inconsistancy of "flavor". It's really hard to balance numbers around flavor with out some kind of standard guide lines, which pet powers lack at the moment and have since I4 and earlier.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

[ QUOTE ]

In any case, I think a very good case could be made for either reducing the endurance cost or adding mobility. But I'm not sure that the current tone of the discussion is likely to render the devs particularly receptive to making those types of changes.

[/ QUOTE ]

I agree that discussion of revisions to powers is unlikely to happen at this point. But on the extremely unlikely chance they are, I just wanted to chime and say that i would be 100% behind a reduction to LS's endurance cost.

However, I feel very strongly that making LS mobile is NOT the solution. Although I appreciate LS's damage potential, I more often rely on LS as a positioning tool to keep mobs trapped in a corner, to prevent them from coming through a doorway, or to keep them away from me or a teammate with its knockback. If LS became mobile the advantages of using LS for positioning are lost as one could not rely on LS to obey a "stay" command. I put that lightning storm there for a reason, I don't want it running all over the map.

Furthermore, Storm already has enough chaos inducing powers. I do not want another mobile knockbacker to make teams appreciate storm even more. I already have that in tornado.


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

[ QUOTE ]
[ QUOTE ]

In any case, I think a very good case could be made for either reducing the endurance cost or adding mobility. But I'm not sure that the current tone of the discussion is likely to render the devs particularly receptive to making those types of changes.

[/ QUOTE ]

I agree that discussion of revisions to powers is unlikely to happen at this point. But on the extremely unlikely chance they are, I just wanted to chime and say that i would be 100% behind a reduction to LS's endurance cost.

However, I feel very strongly that making LS mobile is NOT the solution. Although I appreciate LS's damage potential, I more often rely on LS as a positioning tool to keep mobs trapped in a corner, to prevent them from coming through a doorway, or to keep them away from me or a teammate with its knockback. If LS became mobile the advantages of using LS for positioning are lost as one could not rely on LS to obey a "stay" command. I put that lightning storm there for a reason, I don't want it running all over the map.

Furthermore, Storm already has enough chaos inducing powers. I do not want another mobile knockbacker to make teams appreciate storm even more. I already have that in tornado.

[/ QUOTE ]Just make it only follow you when you move away a certain distance but dont have it chasing mobs like the way the vet pets used to.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

[ QUOTE ]
Or maybe just make a recharge cap for pets. BAM! That seems like something that would help.

[/ QUOTE ]

Hmm.

Setting RechargeTime StrMax to 1 for minion_Pets (the class our summoned pets use) could actually have some uses.

Benefit:
Recharge debuffs would still work on them.

Side-effect:
Recharge buffs would "work" in as much as they'd provide a "buffer" to Recharge debuffs.

Downside:
minion_Pets is not only used by summoned pets, so this could also affect things like some hostages and other in-mission creatures.


What one could do (if Recharge obeys its StrMax, not everything has always obeyed all its caps) is to make a copy of minion_Pets (call it player_Pets or something), change their RechargeTime StrMax to 1, and make all player summoned pets create player_Pets instead of minion_Pets. This could be done instead of making pets summoned by NPCs using different powers than the ones our pets use (in order to make them affected by Recharge debuffs).

This way Recharge debuffs would work both in PvE and PvP.


In addition to this (and even if making a copy/changing pets would be unfeasible), one could change the RechargeTime StrMax of Minion_Henchman, Lt_Henchman and Boss_Henchman (the classes used by MM henchmen) to 1. Assuming that works, Recharge debuffs would work against them in PvP.

Recharge "sneaked into" pets would still have a benefit as a buffer to Recharge debuffs, but having Recharge debuffs work in *most* situations still seems like a net positive.


edit: MaxStr -> StrMax

edit2: I've been reminded that Recharge *does* obey its StrMax. Duh. I've even referenced those values before... Anyway, that would seem to remove most of the "ifs" from this idea...


 

Posted

[ QUOTE ]
[ QUOTE ]
Or maybe just make a recharge cap for pets. BAM! That seems like something that would help.

[/ QUOTE ]

Setting RechargeTime MaxStr to 1 for minion_Pets (the class our summoned pets use) could actually have some uses.


[/ QUOTE ]

That would affect only -Recharge and not +Recharge?


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

[ QUOTE ]
[ QUOTE ]
To me at least, it seems blatantly obvious that the RIP set IOs were *never* *intended* to boost the Recharge of powers belonging to the summoned pets, and once it was realized that they did, that was prevented from happening (well before those sets even went Live).

[/ QUOTE ]

I don't find this statement to be reasonable.

Going back to VS. VS accepts the RIP sets. VS has a limit of one pet out at a time, a duration of 60 seconds, and a recharge of 60 seconds. It can't really benefit from the +rech portion of the RIP sets except for increased attack speed.

Gun Drone which has a 180 second recharge and a 90 second duration but which can have multiple copies out could benefit from the recharge in the RIP sets but can't slot them.

[/ QUOTE ]

As I say in this post, the reason that Voltaic Sentinel accepts RIP sets appears to be that it accepts Pet Damage sets and Recharge enhancements.

Gun Drone does *not* accept Pet Damage sets, and was thus not considered for RIP sets. Instead, it can get Recharge from the Ranged Damage sets that it *does* accept.


I'm not really sure what that has to do with my statement being reasonable or not though.


However, claiming that RIP sets improving the Recharge of pets' powers was *intended* would seem to require that:
1) The devs are lying.
2) The devs accidentally made changes directly contrary to this goal during i13, without any apparent reason.
3) The devs did not bother undoing this change before i13 went live (or even up until now), even though it would have also had the significant bonus of also making the *other* aspects of the IOs (Damage, Acc...) work.

Now *that* would seem unreasonable.


edit: I should add that for 3), undoing the change was apparently also within the realm of what they could do since they did it with the patch that contained the change discussed here. It would thus appear that an added condition would have been that it was a pure coincidence that those two changes were added in the same patch.



 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Recharge intensive pet sets. I understood that these were created to increase the firing rate of the pets that they were accepted into. What exactly is their purpose now?

[/ QUOTE ]

That was never my understanding of what these sets were created to do. They are to increase the recharge rate of the summon power for the pet.

[/ QUOTE ]

Then why does Sparky accept these sets since they do absolutely nothing for this pet?

[/ QUOTE ]

The criteria for making a power accept RIP sets appears to basically be:

A) The power already accepts Pet Damage IO sets.
B) The power accepts regular Recharge enhancements.

So, the reason Voltaic Sentinel accepts RIP sets is simply that it fulfills both condition A) and condition B).
There's no specific requirement on "how much benefit" a power needs to gain from a specific set. In some cases this leads to situations where some people may feel that a given set confers very little in the way of benefit for a given power, and apparently that is the case here.

[/ QUOTE ]

Which highlights my point exactly. There is no consistancy in pet rules except for the inconsistancy of "flavor". It's really hard to balance numbers around flavor with out some kind of standard guide lines, which pet powers lack at the moment and have since I4 and earlier.

[/ QUOTE ]

I agree. I think that the inconsistency is the reason why Gun drone is not included in the RIP set but VS is. While the change may or may not be needed (time will tell) I think they can atleast glance over the list and make it more consistent.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Or maybe just make a recharge cap for pets. BAM! That seems like something that would help.

[/ QUOTE ]

Setting RechargeTime MaxStr to 1 for minion_Pets (the class our summoned pets use) could actually have some uses.


[/ QUOTE ]

That would affect only -Recharge and not +Recharge?

[/ QUOTE ]

It would mean (assuming it works) that their powers could never recharge faster than their base recharge time.

StrMax for the various attributes are the caps on what we often call "enhancement bonuses" (Str - Strength) for those attributes.
For instance, the StrMax for the various Damage attributes is 5 for Blasters, which means that regardless of how many Damage buffs you stack on them, their damage output will still be limited to 5 times the base damage of their attacks.

The *minimum* allowed values for Str are determined by StrMin, so the effective values of Str will be limited to StrMin<=Str<=StrMax.

If we set StrMax to 1, Str should not be able to go over 1 (equal to base Recharge), but it could still go lower (as low as StrMin which is 0.25 for Recharge). In other words, powers would never be able to recharge faster than their base recharge time, but Recharge debuffs could make them recharge slower.
In theory at least.

If you have both Recharge buffs and Recharge debuffs the limits should be applied to the total, which would mean that Recharge buffs can offset Recharge debuffs.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
Or maybe just make a recharge cap for pets. BAM! That seems like something that would help.

[/ QUOTE ]

Setting RechargeTime MaxStr to 1 for minion_Pets (the class our summoned pets use) could actually have some uses.


[/ QUOTE ]

That would affect only -Recharge and not +Recharge?

[/ QUOTE ]

It would mean (assuming it works) that their powers could never recharge faster than their base recharge time.

StrMax for the various attributes are the caps on what we often call "enhancement bonuses" (Str - Strength) for those attributes.

[/ QUOTE ]

Ah, that's it, another confusion with the term "bonus", I was thinking it was the maximum bonus and not the maximum of (base+bonus).

[Edit: Of course, "bonus" is not the term usually used - "buff" is more common. I'd been told that that attribute was the maximum buff allowed.]


Kosmos

Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)

 

Posted

[ QUOTE ]
The *minimum* allowed values for Str are determined by StrMin, so the effective values of Str will be limited to StrMin<=Str<=StrMax.

[/ QUOTE ]

If that would work, then I think that's a very good idea.

You could even make it, like 1.25 or 1.5 for true pets. That shouldn't be high enough to seriously interfere with AI, and yet still give a minor bonus for those Power Sets that give recharge buffs. (And alternately, I think that psuedo-pets should have a StrMin of 1 as well, if you think of LS as a DoT then it should not be buffable, but it should not be debuffable, either)

Castle? Anyone? (The only issue I see is if MaxStr is something that applies to damage and the like, but not recharge. The stat may be there, but if it's not applied in the code...)


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
To me at least, it seems blatantly obvious that the RIP set IOs were *never* *intended* to boost the Recharge of powers belonging to the summoned pets, and once it was realized that they did, that was prevented from happening (well before those sets even went Live).

[/ QUOTE ]

I don't find this statement to be reasonable.

Going back to VS. VS accepts the RIP sets. VS has a limit of one pet out at a time, a duration of 60 seconds, and a recharge of 60 seconds. It can't really benefit from the +rech portion of the RIP sets except for increased attack speed.

Gun Drone which has a 180 second recharge and a 90 second duration but which can have multiple copies out could benefit from the recharge in the RIP sets but can't slot them.

[/ QUOTE ]

As I say in <a href="/showflat.php?Cat=0&Board=Dev&Number=132589 50&Searchpage=1&Main=13242168Search=true#P ost13258950" target="_blank">this</a> post, the reason that Voltaic Sentinel accepts RIP sets appears to be that it accepts Pet Damage sets and Recharge enhancements.

Gun Drone does *not* accept Pet Damage sets, and was thus not considered for RIP sets. Instead, it can get Recharge from the Ranged Damage sets that it *does* accept.


I'm not really sure what that has to do with my statement being reasonable or not though.


However, claiming that RIP sets improving the Recharge of pets' powers was *intended* would seem to require that:
1) The devs are lying.
2) The devs accidentally made changes directly contrary to this goal during i13, without any apparent reason.
3) The devs did not bother undoing this change before i13 went live (or even up until now), even though it would have also had the significant bonus of also making the *other* aspects of the IOs (Damage, Acc...) work.

Now *that* would seem unreasonable.

[/ QUOTE ]

or 4/
you are again applying information that 99% of people did not have access to. I see no where in the patch notes or any live server dev discussion where it indicates one way or the other how they are intended to operate.

People were free to make up their own mind. Now factor in that pet delivery is inconsistent at best in terms of which ones operate which way and what they accept and you end up where we are at. People confused because they were unwilling or unable to add 1 line of text to the patch information, the IO's themselves (ideally), or comment on it after the fact.

Once again you are adding x and y together, but without having been in closed beta and specifically reading those RIP related threads no one knows what those variables even represent, let alone how the relate to one another because the devs (just like you) assumed everyone would know that they never intended pets to be improved even though numerous examples of just that were in game already.

good ole assumption.


 

Posted

[ QUOTE ]
It seems to me that "Recharge Intensive Pet Sets" were meant to be slotted in pets that are "Recharge Intensive". That is, pet summons that take a considerable amount of time to recharge, and for which it is to the player's advantage to slot recharge. To faster SUMMON the pet.

Without the RIP sets, you are forced to slot Recharge separately, since normal Pet Damage sets don't provide Recharge.

And the word you are looking for is "exacerbating". "To make more violent, bitter, or severe."

[/ QUOTE ]
Interestingly, the actual recharge values provided by the RIP sets are not very good.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

[ QUOTE ]
Interestingly, the actual recharge values provided by the RIP sets are not very good.

[/ QUOTE ]

"And why do you think that is, Les?"

"Well, I always figured it was some sort of conspiracy..."


 

Posted

[ QUOTE ]
or 4/
you are again applying information that 99% of people did not have access to. I see no where in the patch notes or any live server dev discussion where it indicates one way or the other how they are intended to operate.

[/ QUOTE ]

Prior to information being available, people can form *beliefs* of their own. People can make their own assumptions of what the "intent" for something was.

However, once people actually *have* information, and then continue to make claims directly contrary to this information, then I believe that it is fair to say that those claims are unreasonable (assuming that the information can be trusted).

The very first post in this thread has Castle saying that it was not intended, so to continue to claim that it was intended would seem unreasonable.

(it should also be added that I am not aware of any information actually suggesting that it *was* intended - all I've seen from people with that belief is assumptions)


 

Posted

[ QUOTE ]
Castle? Anyone? (The only issue I see is if MaxStr is something that applies to damage and the like, but not recharge. The stat may be there, but if it's not applied in the code...)

[/ QUOTE ]

That's the big question. IIRC ToHit once ignored its Max (not StrMax), so it's possible for attributes to ignore some of the limits given to them.


 

Posted

[ QUOTE ]
The very first post in this thread has Castle saying that it was not intended, so to continue to claim that it was intended would seem unreasonable.

[/ QUOTE ]

Again, the claim is that the devs are lying. At some time in the past they had some other intention, now they have changed their minds and have another intention, and they are not being honest with the players, and thus they are lying.

All this talk about "you don't know what the devs intended in the past" is ignoring that we do know that the devs are doing right now. Of course, maybe the devs don't know what the intentions of the previous devs were, if they are not those same devs. However, we know that Castle and the current devs have been working on this, so either they have changed their intentions, or they have not.


 

Posted

[ QUOTE ]
That's the big question. IIRC ToHit once ignored its Max (not StrMax), so it's possible for attributes to ignore some of the limits given to them.

[/ QUOTE ]

Well, ToHit had another cap, so that might not have been noticable.

I'm crossing my fingers, but something tells me if that would work, it has already been tried.

Maybe a code fix can be put in down the line if it is being ignored, though, and that mechanism can be changed to instead of denying the recharge. Although honestly I'm not sure I would like to give up the inability for pets to have their recharge debuffed once we get it. (Even though technically it could be considered as much of an exploit as slotting IOs for pet recharge)