#Infuser feedback

1 messages · Page 1 of 1 (latest)

coarse slate
#

Whereas I agree with the summons being all rolled into one and just upgrading as you level in Arcana I don't agree on the % loss of HP and I don't agree totally with not being able to unsummon the summons while in combat because that would suck if you are trying not to fight the mob in general and your summons stays and keep you in a fight. This would make it so that to reset a fight for an infuser you would basically have to die or risk death more than other much stronger classes due to the fact that the infuser class is mostly reliant on it's summons for survivability.

Now I can say that while actually fighting that the summons should have to die while in combat before you can summon again but the in combat status should be determined by the frequency between your actual attacks on the mob that your summons are fighting.

An infusers summons are basically the backbone of the class and most of the skills or abilities the infuser has is about buffing and aiding the summons in the fight nerfing them or the abilities they have at it's current state would in my opinion make it not worth playing.

slim hollow
#

The classes dont have enough abilities to actually present a full picture in both a pve and pvp. There will be wild imbalances. Especially with infuser. Mark my words.

In pvp games, traditionally you kill a pet classes pet and theyre over if they cant reset. Thats intentional.

Your points about not playing it are salient, however to mine they only reinforce the fact the class needs an overhaul. As the strength of the class should be in the Infusers abilities, not being limited to the pets abilities as such

coarse slate
# slim hollow The classes dont have enough abilities to actually present a full picture in bot...

I agree with some if that... but as you are stating that it needs to be more reliant on the infusers abilities as in skill as player is basically nonexistent as this is a game where you can't dodge or block so it is literally a rotation of buff, attack, buff, potion for whatever resource you lack the most then attack, repeat. if you have to disengage a fight in any situation be it PvP or PvE it means the character is too weak to do that content. But I do understand pet builds bro I played many a Pet Sorc build on ESO so I do understand. I feel taking the strengths of the pets or making class weaker in those ways would be comparable to taking an Archers Bow away or a tanks shield, without a shield tanks are dead in now time flat.

slim hollow
#

Imo

#

That sort of playstyle you talk about, buff, attack, buff, potion, is not able to sustain a pvp system without a lot more complexity. Certainly not the complexity present in the kits as I see them currently.

I vehemently disagree that if you have to disengage af ight in any situation be it PvP or PVE it means the character is too weak to do that content. That is false. Some playstyles encourage kiting and disengaging.

#

and in a pvp game it is important to HAVE those styles represented

coarse slate
#

oh 100% i agree with the kiting aspect

slim hollow
#

which leads me full circle to the fact that classes don't actually have enough abilities present to paint a full picture.

How is CC handled in PvP? Will there be diminishing returns? Flat immunities? Quite what? None of that has been defined or is known

coarse slate
#

cc is usually handled with a cc break

slim hollow
#

And thus, subsequent class concepting without defining those parameters first is to mine the horse pushing the cart firmly

#

Yes, but does that give immunity to that CC? What are the rules?

coarse slate
#

I dont know the rules until they come out but in other games there is a flat rule that after a soft or hard cc there is a cooldown as to which you can be cc'd again so that would be the rules i am guessing

#

as that would make you diversify your gameplay ie kiting, attacking , tactical retreat if in a PvP setting.

this would obviously go a little different in a PvE setting as the engagement of enemies in a PvE setting are different but the concept of battle in both are the same

#

concept meaning the skills used unless specific PvE and PvP skills are going to be determined later

slim hollow
coarse slate
#

haha yeah that common gameplay for me. that is kiting at its core

slim hollow
#

yeah look, completely agree with your comments there. Some flat rules would be good.

But as I say. Until those flat rules are determined, if indeed the game is going to be pvp, trying to determine what classes will have what abilities when it's unknown how they're even interacting is to me an exercise in futility

#

On that class, I have to resummon my pet multiple times per fight sometimes. I have had 15 minute fights etc

coarse slate
#

I used to 1vX in cyrodiil brotha I know what kiting and stuff is to be able to regen or heal then comeback into the fight. I am talking to you here with the thought in my head that those tactics are elementary and standard

coarse slate
slim hollow
#

so skill as a player needs to be emphasised more I think

coarse slate
#

I mean the only real player skill is kiting and resource management with potions, food, etc at this point. but yes I do agree with you that player skill needs to be taken into accout if you are doing dumb stuff you should suffer the consequences