Summons/Pet Builds - Counter play?

Summons/Pet Builds - Counter play?

in Profession Balance

Posted by: Bezagron.7352

Bezagron.7352

I’ve part taken in discussion about summon/pet builds in the topic Guardian Spirit Weapons -PvE/PvP and was wondering about other players thoughts regarding encounters with these builds?

I find many players dislike summon/pet builds in pvp encounters. Usually complaints are against;

  • summon/pet builds performing to great in passive enhancing builds
  • unable to fight or target the player due to the summons/pets.

But the reason I’ve made the topic is to discuss if encounters with these builds could be made enjoyable through improving counters to this style of play?

To start in any encounter that I enjoy there is always plays & counter plays.

So:

  • What are the existing counter plays to summon/pet builds?

At the moment the only real counter I see to these builds is AoEs. Could more counters be created? To quote myself.

So Tarsius it the passive play that’s at least one problem aspect (And I agree largely passive play should not create high preforming builds).

  • So what can be done about it?

I see two actions;

  1. Make them more active. (more complex control schemes, active skill effects)
  2. Punish them for they type of play. (summon/group focus punishing skills)

First agree they need more active game play but it’s the second option I feel could help the most.

For me it’s this group punishing skills that could open up the counter plays to pet builds, zerging & stacking game play. Could group punishing skills work?

They could have or be:

  • AoEs or single target
  • Greater effect / more damage for the number of targets within an area
  • Greater effect / more damage for having active summons
  • Greater effect / more damage for number of summons
  • Deny / disable the passive effects gain from group/summons but does not remove from the source of effect
  • Take control of targets summons
  • Skill effect is mirrored in part or in whole back to the group/summon(s) or from summon back to summoner.

Having this counter play could turn what is now unenjoyable into enjoyable.


What skills could be created? (Examples would be interesting to discuss.)


Again quoting myself regarding targeting

Okay so targeting a problem what can be do to improve or provide counter play?

Remembering this targeting noise is one of the benefits of summoning builds. Like stealth’s targeting benefits, being untargetable.

I think this targeting noise should be an advantage but through these new counters can be turned into a disadvantage, providing the counter play to this noise.

Summons/Pet Builds - Counter play?

in Profession Balance

Posted by: Bezagron.7352

Bezagron.7352

Sorry actual just realised after creating an exact topic has already be created
The-AI-Build-Issue-no-QQ.

I will repost in this thread. Could a moderator please close this topic, Thank you.