Remove “Health” and “Energy” stats from skill descriptions since they’re all invulnerable and new players might not realize that they can’t be killed because of this.
Wait… they are invulnerable?
Are you 100% sure? because I am pretty sure I have had them die.
Most mastery player scaled summons are invulnerable with the exception of Demolitionist ones. Item skills I dunno, too many to look through.
As to the OP, they used to be this way but now some of the player scaled summons can be killed. But what does it matter if the player thinks they can be killed or not, that shouldn’t affect how you use the skills…
I should have clarified, I was talking about the ones from items like nemesis.
There’s an interesting bug with nemesis (and deathstalker, they’re basically the same thing) and those aetherial walking meat bags, one of those has an aura that somehow interacts badly with the pet, killing it in like half a second. Quite weird, otherwise they usually don’t even take damage you can see on their health bar.
Yeah, that would explain it. I only noticed it in the crucible while testing out some builds. Basically it would be at full health and then the next moment, dead.
Knew about the bug though, but thought it was limited to campaign.
One thing that really annoys me is how the Deathstalker dies in Crucible, making the rr that it provides useless. I think it has smth to do with enemy attacks that reduce % health. Would like to see all player scaled pets become completely immune with the realese of the FG.
I wonder if a portion of pet bonuses could be applied to player scaling pets to make the two more compatible.
So say just throwing numbers out to illustrate the idea that right now at a given level PET Bonus character Crypt Master has 500% to pets damage that he has collected in Gear. Meanwhile Blade Spirit guy has 0% pet bonuses but he uses blade spirit pets and has 500% to bleeding damage.
Now Imagine we made 1/3 of your pet bonuses apply to your player scaling pets.
Now Mr Hybrid is a hybrid between blade spirits, regular pets, and player scaling pets. His gear is 300% to pets and 200% to bleeding. But 1/3 of his 300% to pets also applies to his player scaled blade spirits and they have 300% (200 from his own bleed and 100 from pets). (Note: these are arbitrary numbers to explain the concept. You could get anywhere from 10% to 90% of pets bonus applying to player scaled pets)
It would be hard to balance but would open up a type of hybrid character that: has regular pets, also has player scaled pets, and also uses his own player main attack skills.
Can you guys show some items with these summons?
Go to grimtools item database and type “scales with.” You should get all items with summons.
I suspect the easiest way to implement this would be as a stat directly on the player-scaled item/devotion/skill pet.
For example: Cindertouch Gloves.> Cinderwind (player-scaled pet)
-add a stat of 50% of general pet % bonus applies.
Advantages:
- much less player-scaled pets than items, so much easier to do
- each player-scaled pet can be tweaked/balanced around %
- adds some code that looks at the [existing code] pet total and uses a %
Specifically, it has to do with this critter https://www.grimtools.com/monsterdb/23/skills
I believe the health regeneration debuff on its aura interacts disastrously with player scaled pets, for some reason I can’t understand. When you play in Malmouth with a nemesis relic the pet dies every two minutes or so, and you can only try to kill those meatbags before they are in range of you, which some builds can’t do.