Pet Healing Potion
Moderator: Game Administrators
- madmaniacal1
- Posts: 1685
- Joined: Mon May 23, 2016 12:29 am
Re: Pet Healing Potion
Pets with a "runaway" AI built in if Hp drops to a certain point? Hmmm... It would save pets in regular grinding, but likely wouldn't help against pet killers, since the spawn they drag in would surround the pets (preventing movement) and the pets would simply die. And making pets run if almost surrounded wouldn't work for players who only grind spawns that their pets can handle.
In my opinion, the only defense against pet killers is not grinding on a map where it can happen. Map 0,2 is notorious for it. Aside from that, there really is no defense, except for diligence in watching your pets.
Back to the original point of the thread...
I only see a few flaws in this idea.
First, dead pets mean more money. I'm not saying Comp is greedy, but healing pets will reduce income.
Second. Sieges should be immune to this kind of item, if ever implemented. They are already abused in PvP, and not attacked by monsters. Making them able to be healed even faster would be unbalanced in the extreme, especially during a siege.
In my opinion, the only defense against pet killers is not grinding on a map where it can happen. Map 0,2 is notorious for it. Aside from that, there really is no defense, except for diligence in watching your pets.
Back to the original point of the thread...
I only see a few flaws in this idea.
First, dead pets mean more money. I'm not saying Comp is greedy, but healing pets will reduce income.
Second. Sieges should be immune to this kind of item, if ever implemented. They are already abused in PvP, and not attacked by monsters. Making them able to be healed even faster would be unbalanced in the extreme, especially during a siege.
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
Re: Pet Healing Potion
I agree that seiges should not be healed but I do like Arashiko's idea of invisible mode for pets. Sieges being in invisible mode (where players attacks go right thru seiges just like they do when pets are in the way during pvp) would stop players from abusing seiges and using them like shields. Shields that have 1 million hp seems ridiculous to me. Makes a player in pvp almost unhittable as long as they keep moving behind their seiges.madmaniacal1 wrote:Pets with a "runaway" AI built in if Hp drops to a certain point? Hmmm... It would save pets in regular grinding, but likely wouldn't help against pet killers, since the spawn they drag in would surround the pets (preventing movement) and the pets would simply die. And making pets run if almost surrounded wouldn't work for players who only grind spawns that their pets can handle.
In my opinion, the only defense against pet killers is not grinding on a map where it can happen. Map 0,2 is notorious for it. Aside from that, there really is no defense, except for diligence in watching your pets.
Back to the original point of the thread...
I only see a few flaws in this idea.
First, dead pets mean more money. I'm not saying Comp is greedy, but healing pets will reduce income.
Second. Sieges should be immune to this kind of item, if ever implemented. They are already abused in PvP, and not attacked by monsters. Making them able to be healed even faster would be unbalanced in the extreme, especially during a siege.
BOO!
- Arashiko
- Posts: 940
- Joined: Wed Nov 30, 2016 9:51 am
Re: Pet Healing Potion
The towers and any other buildings should still damage siegeRyaca wrote:I like this idea and seiges should be included in this so they cannot be used as Shields in pvp.Arashiko wrote:A better way to protect pets is to make them invisible to monsters, and passive (not fighting monsters) when parked.
Pet killing then becomes impossible unless they are actively helping a player grind, (i.e. not parked)
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Now playing again as Arozel.

Now playing again as Arozel.

- madmaniacal1
- Posts: 1685
- Joined: Mon May 23, 2016 12:29 am
Re: Pet Healing Potion
Agreed.Arashiko wrote:The towers and any other buildings should still damage siegeRyaca wrote:I like this idea and seiges should be included in this so they cannot be used as Shields in pvp.Arashiko wrote:A better way to protect pets is to make them invisible to monsters, and passive (not fighting monsters) when parked.
Pet killing then becomes impossible unless they are actively helping a player grind, (i.e. not parked)
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
Re: Pet Healing Potion
Towers of course should hit seiges. Players should be able to hit the player they are attacking, not that players seiges during pvp. Players shouldn't be able to have 1 million hit point shields.
BOO!
- madmaniacal1
- Posts: 1685
- Joined: Mon May 23, 2016 12:29 am
Re: Pet Healing Potion
I'm afraid it's worse than that, Ry. A ballista has 3.6m Hp, according to editor files.Ryaca wrote:Towers of course should hit seiges. Players should be able to hit the player they are attacking, not that players seiges during pvp. Players shouldn't be able to have 1 million hit point shields.
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Re: Pet Healing Potion
if I remember right, the "siege shield" was made that way to avoid the following abuse: clan A would set up their siege weapons and have them stay in attack positions while the "attackers" would then run back to their base and be safe from clan B.... I'm still not sure why the sieges themselves are not targetable, but at least there is a reason for the way it is (whether or not we agree with that reason is another matter, I just didn't want people to think it was for no reason at all lol)
Beeware the Spiral Blitzbees...

- madmaniacal1
- Posts: 1685
- Joined: Mon May 23, 2016 12:29 am
Re: Pet Healing Potion
If sieges were targetable, so you could hit them separately, rather than the current setup... I think all would love it. Only make sieges hit by a player if they want to, not because a player wants you to.blitzcraig wrote:if I remember right, the "siege shield" was made that way to avoid the following abuse: clan A would set up their siege weapons and have them stay in attack positions while the "attackers" would then run back to their base and be safe from clan B.... I'm still not sure why the sieges themselves are not targetable, but at least there is a reason for the way it is (whether or not we agree with that reason is another matter, I just didn't want people to think it was for no reason at all lol)
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
Re: Pet Healing Potion
Completely agree. HUGE+1madmaniacal1 wrote:If sieges were targetable, so you could hit them separately, rather than the current setup... I think all would love it. Only make sieges hit by a player if they want to, not because a player wants you to.blitzcraig wrote:if I remember right, the "siege shield" was made that way to avoid the following abuse: clan A would set up their siege weapons and have them stay in attack positions while the "attackers" would then run back to their base and be safe from clan B.... I'm still not sure why the sieges themselves are not targetable, but at least there is a reason for the way it is (whether or not we agree with that reason is another matter, I just didn't want people to think it was for no reason at all lol)
BOO!
- Humble_M
- Posts: 680
- Joined: Wed Dec 14, 2016 12:32 pm
Re: Pet Healing Potion
Getting back to the original suggestion that I had, I've thought about this and have a new approach:
Effectiveness:
The Pet Healing Potion will only heal for 10% (single pet's total HP) or 5% each (if 2 pets) of player's own pets
How Acquired?
This is the fun part...
Players need to fish for 7 pet food. Drop rate for the pet food is the same as rare fish. Once 7 pet food "caught", can take to the Witch to have the Pet Potion crafted. Crafting success starts at 20%, and increases by 3% for each crafting level (same as ANY crafted item).
Effectiveness:
The Pet Healing Potion will only heal for 10% (single pet's total HP) or 5% each (if 2 pets) of player's own pets
How Acquired?
This is the fun part...
Players need to fish for 7 pet food. Drop rate for the pet food is the same as rare fish. Once 7 pet food "caught", can take to the Witch to have the Pet Potion crafted. Crafting success starts at 20%, and increases by 3% for each crafting level (same as ANY crafted item).
It's good to be the king!
-- History of the World - Part I (1981)
username: Humble_M (Mage)
-- History of the World - Part I (1981)
username: Humble_M (Mage)