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View Full Version : If a artificers pet dies in a permadeath group...



knightgf
08-17-2011, 04:47 PM
Does it mean they can never use it again? :confused:

Zorack00
08-17-2011, 06:08 PM
I think it would apply differently since you technically just repair it after it dies.

Gkar
08-17-2011, 06:14 PM
I think it would apply differently since you technically just repair it after it dies.

Nope, by the description of the "uncaring owner" enhancement you build a new one. Which makes me think you shouldn't be allowed to summon it again for the rest of the quest, but hey, I haven't played PD in a few years :P

Rumbaar
08-17-2011, 06:28 PM
Are PD unable to summon pets?

Gkar
08-17-2011, 06:35 PM
Are PD unable to summon pets?

The issue being asked about is they aren't just "summons". By the book they are unique creatures that grow with the artificer and act as a familiar does to a caster. If they die you shouldn't, by the book, be able to summon one again for a year. (Although by the book, you can raise them from the dead with a standard raise dead spell)

Seikojin
08-17-2011, 06:39 PM
Are you basically saying a PD character cannot summon a new familiar after they lose one? I think the penalty for losing an artificer pet is the same as a familiar and therefore should be treated the same.

parvo
08-17-2011, 07:04 PM
Each guild will deal with U11 individually. Turbine has a history of big changes, making progression easier. It seems every update comes with new easy buttons. In Mortal Voyage we try to maintain challenge. It's no easier to attain high levels now, than it was when the guild founded. In fact, it's harder. In my opinion, that is the fabric of PD play, a more difficult path of progression than normal play. The path should be difficult enough that play looks different than "normal" play. It's less about realism or strict adherence to PnP and more about creating genuine challenge with risk of loss.

I will look at U11 and artificers from that lens I've always used. Do we have good balance prior to U11? Does U11 (in general) and artificer (specifically) make progression easier or harder? Does any re-balancing need to be done? If so, can we do that with a simple rule set that is easy to understand? The day I can't positively answer the last question, is the day I quit. Although I'm still having lots of fun, I do believe the day will come when Turbine makes it near impossible to easily create a challenging environment. It seems they just can't make it easy and fast enough to attain level twenty. Someone at the top is not asking, "What are my devs doing to balance PvE?" They are asking, "What are my devs doing to make the game easier?" As a PD player, its frustrating, but worth the effort of occasionally re-balancing a guilds rules.

Crono
08-17-2011, 07:07 PM
The issue being asked about is they aren't just "summons". By the book they are unique creatures that grow with the artificer and act as a familiar does to a caster. If they die you shouldn't, by the book, be able to summon one again for a year. (Although by the book, you can raise them from the dead with a standard raise dead spell)
Since its a homunculus which they make with the Craft Homunculus feat by the book they could have technically have as many as they have money to make.

Tenkari_Rozahas
08-17-2011, 07:15 PM
Each guild will deal with U11 individually. Turbine has a history of big changes, making progression easier. It seems every update comes with new easy buttons. In Mortal Voyage we try to maintain challenge. It's no easier to attain high levels now, than it was when the guild founded. In fact, it's harder. In my opinion, that is the fabric of PD play, a more difficult path of progression than normal play. The path should be difficult enough that play looks different than "normal" play. It's less about realism or strict adherence to PnP and more about creating genuine challenge with risk of loss.

I will look at U11 and artificers from that lens I've always used. Do we have good balance prior to U11? Does U11 (in general) and artificer (specifically) make progression easier or harder? Does any re-balancing need to be done? If so, can we do that with a simple rule set that is easy to understand? The day I can't positively answer the last question, is the day I quit. Although I'm still having lots of fun, I do believe the day will come when Turbine makes it near impossible to easily create a challenging environment. It seems they just can't make it easy and fast enough to attain level twenty. Someone at the top is not asking, "What are my devs doing to balance PvE?" They are asking, "What are my devs doing to make the game easier?" As a PD player, its frustrating, but worth the effort of occasionally re-balancing a guilds rules.

I think as of right now, unless something is changed, might have to do as someone else said and if the pet dies in quest, cant bring it back for the rest of the quest.

Dungnmaster001
08-20-2011, 10:19 PM
Artificers start off with an ability to revive a dead pet 1/rest. I'd assume that would be allowed at least. I don't play PD but it seems logical to assume if the pet dies and you have no way to rez it (can they be rezed by normal means?) then it shouldn't be summoned for the rest of that quest.

Uska
08-20-2011, 10:34 PM
I wouldnt think so

fatherpirate
08-21-2011, 03:59 AM
Am from Sublime, not the most hardcore PD guild but PD just the same.

Every PD guild will most likely make thier own ruling.
Here are the logical choices.

1. It dies, you never get another one - Might as well say no Artificers allowed (bad)
2. It dies, you cannot summon a new one in this dungeon - Hardcore, I would expect same rule on PM pets.
3. It dies, you cannot summon a new one til you get to rest shrine. - I expect this to be popular
4. It dies, you can rez with ability once, after that need rest shrine - standard non PD

Not sure how this will go in our guild but the leaders are considering it. I imagine..if and when druids hit...
will be the same.

well at least they don't spit grease :-P

ReaperAlexEU
08-21-2011, 08:22 AM
Each guild will deal with U11 individually. Turbine has a history of big changes, making progression easier. It seems every update comes with new easy buttons. In Mortal Voyage we try to maintain challenge. It's no easier to attain high levels now, than it was when the guild founded. In fact, it's harder. In my opinion, that is the fabric of PD play, a more difficult path of progression than normal play. The path should be difficult enough that play looks different than "normal" play. It's less about realism or strict adherence to PnP and more about creating genuine challenge with risk of loss.

I will look at U11 and artificers from that lens I've always used. Do we have good balance prior to U11? Does U11 (in general) and artificer (specifically) make progression easier or harder? Does any re-balancing need to be done? If so, can we do that with a simple rule set that is easy to understand? The day I can't positively answer the last question, is the day I quit. Although I'm still having lots of fun, I do believe the day will come when Turbine makes it near impossible to easily create a challenging environment. It seems they just can't make it easy and fast enough to attain level twenty. Someone at the top is not asking, "What are my devs doing to balance PvE?" They are asking, "What are my devs doing to make the game easier?" As a PD player, its frustrating, but worth the effort of occasionally re-balancing a guilds rules.

sorry for the off topic but alternative play styles do interest me. you're saying the game is getting too easy, the power gamers say the same thing. however while i expect casual and even normal to get easier for the newbies i think there is plenty of scope for elite to get harder for the other slice of the population.

do you currently run most quests on elite for the challenge? if so then its disturbing news as i assume you all run without twink gear. being able to walk through quests at level on elite without twink is indeed a big threat to your play style. i must admit i've been doing just that on the test server, but only in korthos and the harbour so far which are the training camps of the game. i hope my experience does not reflect the rest of the game as that would be a bad thing.

FuzzyDuck81
08-21-2011, 08:28 AM
Treat it like the kids goldfish & "oh he was feeling poorly but now he's all better....oh yeah, illness makes their colour change didn't you know?"

morrok73
08-21-2011, 09:01 AM
Artificers have the ability to rebuild a pet 1/rest,it cannot just be re-summoned if it dies so I don't really see a problem.A caster can call a summon as many times as they have sp to do so,even in The Core this is allowed so the ability to re-summon your pet once per dungeon if it dies shouldn't be an issue imo.

Tenkari_Rozahas
08-21-2011, 03:25 PM
do you currently run most quests on elite for the challenge? if so then its disturbing news as i assume you all run without twink gear. being able to walk through quests at level on elite without twink is indeed a big threat to your play style. i must admit i've been doing just that on the test server, but only in korthos and the harbour so far which are the training camps of the game. i hope my experience does not reflect the rest of the game as that would be a bad thing.

I too am a member of MV, i can answer this for you.

We allow Kothrosvillage to be run on normal, then every other quest must be run on hard or elite. we allow you to run once on a difficulty. though ify ou run elite first, thats it, you cannot run it again on hard.

We do not purchase anything but regular or masterwork quality items from shops, no magical items whatsoever are bought, meaning no +1's, pot,s scrolls or wands. we do not use the brokers or AH. whatever we loot in wquests or end rewards are pretty much all we can use. we do not take stuff like eternal wands as rewards or from chests. you can however trade items inside chests. like if your a wizard and get handwraps, you can give them to the monk in the party, but only while in quest. Once you leave the quest, whats in your pack is now yours.

when you die, your allowed to choose 1 Item to heirloom to the next character you make, so they get a small boost, but it doesnt make them overpwoered. we also do not vet status or Reincarnate.

Bodic
08-21-2011, 03:52 PM
First off I am not a DDO PD person, just D&D.

So my take on the question:
1. It has no soul.
2. Per class ability it can be refordge 1/rest

Based on how you deal with in quest resting(shrines) none, every other, All, or somewhere in between. You should be able to bring your pet back from death between quest to quest, but may be limited during said quest to 1x.

To deal with AP's is not the pet that gains Xp its you, and you are better able to construct a stronger machine so should not limit pet AP's.

As to the low tech rules some may have you can deal with tech how ever you see fit, but its still there you are on Ebberon in Stormreach.

PD groups will have a solution by live as Parvo and many other rule makers will/have said.