Creature Handler Pet Spawn & Revive Changes

Creature Handler Pet Spawn & Revive Changes
  • Thread starter Thread starter Miau
  • Start date Start date
  • Approved Combat 
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Proposal
1. While the Revive Pet bar is visible, the CH is rooted and cannot take any other action.

2. Pets are revived and summoned at 10% HP.

3. Creature summons are allowed in combat.

4. Pet death debuff on Creature Handler. Lasts 5 minutes. Stacks up to 5 times. +100% creature summon time.
my-rendition-of-malakili-the-rancor-keeper-v0-r5l45v4zroze1.jpeg
This should be the icon. :)
Justification
1. Currently can heal and move while reviving pet. Not expected functionality. No opportunity cost for player.

2. If added: If not in danger, healing them up is trivial. If in danger, there is a Action/Mind heal investment required to get the creature combat ready.

3. Leaving combat to store and instantly summon another or fully healed pet fully resets the engagement for that half of the creature handler's template. This is often used in both PvP and PvE. DOTs on CH are not an intuitive counter. Requiring to heal up a summoned pet and having to spawn in a safe location no longer require the arbitrary combat flag to matter.

4. Repeatedly dying creatures leaves the CH open to attack without a pet for longer. Provides incentive for PvP players to target creatures. Adds tactical gameplay for CH in PvE to pull off tank pet if targeted by PvE enemies.
Motivation
Pet death does not matter to creature handlers. In current implementation, it is actually preferable to have the pet die in some cases due to the benefits of instant resummon. Pets are currently ignored in PvP the vast majority of the time. Pets are used as a tank often because there is no problem when they die.
Adjust creature spawn and revive functionality to reflect expected behavior and makes pet death meaningful in both PvE and PvP
 
This suggestion has been implemented. Votes are no longer accepted.
Just a reminder amongst all the speculation here;
There is something in the works regarding pet revive times
 
I wasn't imagining a large radius you could move around in since you're supposed to be reviving the pet, but sure it could give some LOS behind geometry. Still better than being able to touch the creature and attack / heal / run away like right now.
I hate revive and then run away. It's stupid
 
Hopefully the pvp sid nerf that is needed for CH and revive time and ccs imbalance doesn't get the PVE side nerfed.
 
Parts of this proposal are currently on test center, please provide further feedback on discord. This PV is approved and soon to be implemented.
 
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