OnnMacMahal
Systems Designer
I want to say first a huge thank you to everyone who posted on the original forum thread, as well as the follow-up thread on the new forums regarding the Lore-master class as it is right now. I started typing out replies to most of those posts late last week, and quickly realized that following through would essentially amount to discussing every part of the class, as well as my current inclination towards future changes. So rather than split up my commentary across many posts, I went ahead and did my best to consolidate those replies into a singular response. Hopefully this both answers many of your concerns with current aspects of the class, as well as satisfies many of you who are primarily interested in ‘what we’re thinking about’ when considering the future of the class.
As a note, consider what follows to be collected responses, thoughts, and inclinations. This is not a complete and comprehensive list of changes lined up for the class. I just feel it’s more valuable to see all of my responses and thoughts on specific skills, traits, interactions, etc in a single place, so they can contextualize one another to a degree.
On Trait Specializations
That said, I think it’s worth seriously considering how blueLM might become a viable alternative to a redCaptain in groups. If going down that road, the rLM would be ‘direct, personal DPS,’ blue would be ‘offensive group support with a little less damage’ and yellow would be ‘defensive group support and off-healing.’
The most difficult aspect of keeping both blue and yellow as specializations is, ironically, keeping them separate and distinct from one another. Because players are able to (have to, really) acquire so many traits in a non-spec tree, you run the risk of players deciding one capstone (or specialization bonus trait) is too valuable to skip, but otherwise gabbing all the ‘necessary’ traits out of both blue and yellow, basically treating one of them as a passive tree anyway.
Now, blue-line as an alternative to a red Captain is not a decision set in stone, but I can say with certainty that red-line should be a competent, competitive DPS specialization, and that yellow-line will remain a fully-fledged support specialization.
Pets
Pet Cooldowns
Yes, it is exceedingly likely that pet skills will have cooldowns in the future. For a peek into what those cooldowns might look like, Captain heralds (and archer) are a decent starting point. This means each type of pet would have a cooldown: so all of your Bear summons would share a cooldown, and all of your Sabre-cat summons would share a cooldown. With the total number of pets a Lore-master has at their disposal, you should never be left totally petless, with all your wild friends on cooldown.
Why is this necessary? Frankly, we don’t have a practical workaround to the fact that resummoning a pet fundamentally creates a new creature entity, and completely obliterates all data associated with the pet you just dismissed (crucially, this means health and cooldowns are always fully reset). We could technically leave pets without cooldowns, but that would necessitate counterbalancing their skills with the assumption that every pet skill has a ~2s cooldown, so we’d have to significantly nerf many pet skills, and that would feel quite antithetical to the core fantasy of the class design.
And to reiterate a response to another concern about pet cooldowns, it’s likely that we’ll add a reasonable cooldown (say, 15 seconds) to the ‘Return to Master’ skill, while making it usable in combat. So if you summon a pet in the heat of combat and it decides to arrive inside a nearby rock, or caught on a corner of something somewhere, you should still be able to click that skill to bring the pet out of its stuck state, even though you’re in combat.
Pet Identities
Lynx
The lynx would be focused on Single-target damage, and would be further improved by red-line traits. The lynx needs to be less reliant on its from-out-of-combat stealth opener, and its damage should be brought up across the board.
Sabre-cat
The sabre-cat would be focused on melee AoE, and would be improved by red-line traits. The sabre-cat needs to be heartier and deal much more damage. Changes to mitigation reductions should allow it to benefit from other mitigation debuffs, rather than being sequestered to a corner with the only frost mit debuff available to players.
Bog-guardian
The bog-guardian would be weaker than both lynx and sabre-cat in terms of raw output, but would have the benefit of range, and would also benefit from red-line traits.
Raven
The raven would be a balanced, utility choice, and would benefit from blue-line traits. The raven should still be a valuable pet to have by your side, but we can hopefully mitigate its currently dominant value by removing Benediction of the Raven and by bringing up several other pets towards the value ravens currently provide.
Eagle
The Eagle would once again be available to all Lore-masters, and would also be improved by blue-line traits. When summoned, it would grant your group the ‘Motivated’ morale buff.
Spirit
The Spirit pet would remain a totally defensive, healing-oriented pet. It’s flank-granting skill probably needs to be less restrictive.
Bear
The bear would be the pet with the strongest inherent defense, and would retain its taunt. With the pet cooldowns discussed above, we’re hopeful we can return the ability to use bear taunt inside instances, since you won’t be able to spam de-summon/summon the bear repeatedly in order to use the bear taunt more frequently than intended.
Pet Skills and Damage
Overall, pet skills will be getting a full revision pass. Pets should be contributing a non-arbitrary amount of damage. As a rough heuristic, consider these targeted values for pet damage and mitigations:
Lynx: ~100k Single-target, melee DPS / ~40% mits
Sabre-cat: ~150k AoE (3 targets) melee DPS / 50% mits
Bog-guardian: ~80k Singlet-target, ranged DPS / 30% mits
Eagle: ~70k Single-target, melee DPS / 55% mits
Raven: ~40k Single-target, melee DPS / 60% mits
Bear: ~40k Single-target, melee DPS / 70% mits
Inductions
As with the minstrel last year, it is likely that LM traits in the future will give class-specific –Induction bonuses, but that baseline skill inductions will be reduced as well. At the moment, there’s a wide gulf between players with ‘regular’ inductions, which you feel especially hard in the early game, and players with lots of –Induction bonuses stacked up, which can practically nullify inductions entirely at the top end, not to mention players who have actually hit -100% Induction Duration and found that it can break your character/skill animations entirely.
Skill Animations
At this time, we’re not planning to significantly overhaul the ‘feel’ of the class’s playstyle. The idea being that Lore-masters remain the slow and steady induction class, but capable of significant output if left unimpeded. That said, we will endeavor to clean up any post-skill delay or ‘self-roots’ where a skill appears to be completely finished, yet you’re still unable to begin your next action.
’Bad’ Traits
The posts below this do not specifically address every single lackluster trait. I welcome any additional commentary about specific traits that bug you or are viewed as ‘never worth it in any circumstance’ but you’ll have to wait a bit for a more comprehensive/complete revision outline in the future if you’re interested in a proposal that covers every single trait.
As a note, consider what follows to be collected responses, thoughts, and inclinations. This is not a complete and comprehensive list of changes lined up for the class. I just feel it’s more valuable to see all of my responses and thoughts on specific skills, traits, interactions, etc in a single place, so they can contextualize one another to a degree.
On Trait Specializations
Originally, my inclination was towards blue becoming a passive tree - mostly because it is a mix of offensive and defensive traits, and the traits which just ‘make your pet a little better’ don’t really impact your core role so much as moderately improve an essential part of the class.What is the current thinking about the 3 LM lines?
That said, I think it’s worth seriously considering how blueLM might become a viable alternative to a redCaptain in groups. If going down that road, the rLM would be ‘direct, personal DPS,’ blue would be ‘offensive group support with a little less damage’ and yellow would be ‘defensive group support and off-healing.’
The most difficult aspect of keeping both blue and yellow as specializations is, ironically, keeping them separate and distinct from one another. Because players are able to (have to, really) acquire so many traits in a non-spec tree, you run the risk of players deciding one capstone (or specialization bonus trait) is too valuable to skip, but otherwise gabbing all the ‘necessary’ traits out of both blue and yellow, basically treating one of them as a passive tree anyway.
Now, blue-line as an alternative to a red Captain is not a decision set in stone, but I can say with certainty that red-line should be a competent, competitive DPS specialization, and that yellow-line will remain a fully-fledged support specialization.
Pets
The basic idea is to have the skill effect governed by your current pet, while being a regular skill on your (not your pet’s) skillbar. Imagine you have a raven out and a skill on your own bar that applies [+5% Incoming Tactical Damage] for 1m with a 20s cooldown. Dismissing your raven and summoning a Lynx changes that skill to apply [-5% Physical Mitigation] for 1m, but doesn’t reset the existing cooldown. Now, every 20s your choice would be applying your existing pet debuff to a new target, or swapping to a different pet to get a different debuff rolling on your current target. It would maintain some of the activity that currently comprises the ‘pet rotation’ while giving you more potential action in a single target encounter, while reducing the amount you’re able to (or ‘have to’) rapidly cycle through pets at the speed of light in multi-target encounters.From the old forum about:
"what if your pets no longer had debuff-applying skills, but you had a single debuff skill on your bar which changed depending on your active pet (essentially a dynamic lore skill with higher uptime than cooldown) which allowed you to apply multiple debuffs via either pet cycling or target cycling,"
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Would like to hear more about that/this solution.
Pet Cooldowns
Yes, it is exceedingly likely that pet skills will have cooldowns in the future. For a peek into what those cooldowns might look like, Captain heralds (and archer) are a decent starting point. This means each type of pet would have a cooldown: so all of your Bear summons would share a cooldown, and all of your Sabre-cat summons would share a cooldown. With the total number of pets a Lore-master has at their disposal, you should never be left totally petless, with all your wild friends on cooldown.
Why is this necessary? Frankly, we don’t have a practical workaround to the fact that resummoning a pet fundamentally creates a new creature entity, and completely obliterates all data associated with the pet you just dismissed (crucially, this means health and cooldowns are always fully reset). We could technically leave pets without cooldowns, but that would necessitate counterbalancing their skills with the assumption that every pet skill has a ~2s cooldown, so we’d have to significantly nerf many pet skills, and that would feel quite antithetical to the core fantasy of the class design.
And to reiterate a response to another concern about pet cooldowns, it’s likely that we’ll add a reasonable cooldown (say, 15 seconds) to the ‘Return to Master’ skill, while making it usable in combat. So if you summon a pet in the heat of combat and it decides to arrive inside a nearby rock, or caught on a corner of something somewhere, you should still be able to click that skill to bring the pet out of its stuck state, even though you’re in combat.
Pet Identities
Lynx
The lynx would be focused on Single-target damage, and would be further improved by red-line traits. The lynx needs to be less reliant on its from-out-of-combat stealth opener, and its damage should be brought up across the board.
Sabre-cat
The sabre-cat would be focused on melee AoE, and would be improved by red-line traits. The sabre-cat needs to be heartier and deal much more damage. Changes to mitigation reductions should allow it to benefit from other mitigation debuffs, rather than being sequestered to a corner with the only frost mit debuff available to players.
Bog-guardian
The bog-guardian would be weaker than both lynx and sabre-cat in terms of raw output, but would have the benefit of range, and would also benefit from red-line traits.
Raven
The raven would be a balanced, utility choice, and would benefit from blue-line traits. The raven should still be a valuable pet to have by your side, but we can hopefully mitigate its currently dominant value by removing Benediction of the Raven and by bringing up several other pets towards the value ravens currently provide.
Eagle
The Eagle would once again be available to all Lore-masters, and would also be improved by blue-line traits. When summoned, it would grant your group the ‘Motivated’ morale buff.
Spirit
The Spirit pet would remain a totally defensive, healing-oriented pet. It’s flank-granting skill probably needs to be less restrictive.
Bear
The bear would be the pet with the strongest inherent defense, and would retain its taunt. With the pet cooldowns discussed above, we’re hopeful we can return the ability to use bear taunt inside instances, since you won’t be able to spam de-summon/summon the bear repeatedly in order to use the bear taunt more frequently than intended.
Pet Skills and Damage
Overall, pet skills will be getting a full revision pass. Pets should be contributing a non-arbitrary amount of damage. As a rough heuristic, consider these targeted values for pet damage and mitigations:
Lynx: ~100k Single-target, melee DPS / ~40% mits
Sabre-cat: ~150k AoE (3 targets) melee DPS / 50% mits
Bog-guardian: ~80k Singlet-target, ranged DPS / 30% mits
Eagle: ~70k Single-target, melee DPS / 55% mits
Raven: ~40k Single-target, melee DPS / 60% mits
Bear: ~40k Single-target, melee DPS / 70% mits
Inductions
As with the minstrel last year, it is likely that LM traits in the future will give class-specific –Induction bonuses, but that baseline skill inductions will be reduced as well. At the moment, there’s a wide gulf between players with ‘regular’ inductions, which you feel especially hard in the early game, and players with lots of –Induction bonuses stacked up, which can practically nullify inductions entirely at the top end, not to mention players who have actually hit -100% Induction Duration and found that it can break your character/skill animations entirely.
Skill Animations
At this time, we’re not planning to significantly overhaul the ‘feel’ of the class’s playstyle. The idea being that Lore-masters remain the slow and steady induction class, but capable of significant output if left unimpeded. That said, we will endeavor to clean up any post-skill delay or ‘self-roots’ where a skill appears to be completely finished, yet you’re still unable to begin your next action.
’Bad’ Traits
The posts below this do not specifically address every single lackluster trait. I welcome any additional commentary about specific traits that bug you or are viewed as ‘never worth it in any circumstance’ but you’ll have to wait a bit for a more comprehensive/complete revision outline in the future if you’re interested in a proposal that covers every single trait.