Here's the Bonedancer TL report now with feedback (in red). Feel free to discuss the report in specific threads on individual issues.
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Bonedancer TL Report v 1.66 (11/17/03) (feedback 1/20/04)
Overall Concerns
1) PET AI and PATHING
- Ranged pets try finding "ideal" position before attacking.
This is something we're working on addressing. Agreed on it being an issue.
- Archer pets have long delay between redrawing bows reducing their DPS.
We'll need to check their overall DPS and make a damage or speed adjustment (or both) if it's not where it should be.
- Commander will ignore a healer pet being beaten on when defensive.
Defensive currently only defends the caster and the pet itself. I'll check into making it included other BD pets.
- Pathing in SI dungeons, caldera in Delling crater and in ToA underwater leads to extra agroing.
- Healer pets run away when they have agro. That does shake mob on them and just causes more agro getting close to other mobs.
This is very annoying, especially in dungeons where the pets can flee into walls. We're working on a fix.
- Commanders need to melee to have range pets attack. It's counter-productive for BA and Darkness specs.
The above are all bugs which should also be updated in the TL bug forum.
2) BONEDANCERS LACK GROUPABILITY
Suppression has one ABS buff that only benefits non-casters. Bone Army has no spells that can help anyone else in group and darkness only has body debuff which doesn't match any Midgard caster main dmg. The pet AI is often more of a liability in group in PvE. Damage output (especially AE) is lower than both RM and SMs without utility spells such as dmg add, double stat debuffs, PBT, CC, life transfer. Thus there is little incentive to group a BD except for supp ABS buff.
Groupability has come up a lot recently. We have to be careful when handling out groupability bonuses, especially to classes that can solo well. Last thing we want to do is infringe on the turf of support classes who make large sacrifices for their group benefiting abilities.
3) RAID and ToA USEFULNESS
- DoTs, debuffs, snare+dd and lifetap still suffer from higher resists on high level mobs and pets are easily killed and have pathing issues. BDs will often not summon pets in raids or only healers parked behind and will not use spells but use melee staff as it does more damage than spells on mobs above lvl 70. This is frustrating as far as BD's role in raids.
We're looking into this, although it's intended that certain affects will have a tougher chance of landing on a mob for PvE balance reasons.
- ToA mobs that are 100% resistant to CC, or even spells altogether are very frustrating. Especially those immune to main sources of dmg such as cold, matter or body. The quest NPC AI not being sensitive to agro management is an issue for BA/Darkness specs.
Make sure to note any remaining instances of mobs like this in the TL forum so we can look into them. Many of these cases have already been addressed.
- Mobs over lvl 75 are about immune to spells. Role of BD is then to use staff and melee and if supp to provide an ABS buff bot
Mobs are only immune if there are not enough attackers. We're looking into the situation in the hopes of making it less unforgiving.
Spec-specific concerns
1) DARKNESS SPEC ISSUES
- pet AI issues noted above are a problem.
- nuker pets face too high resists in PvE due to their lvl vs level of target. Nuker uses lifetap but doesn't need heal component usually.
- commander running in melee for allowing range pets to attack leads to extra healing downtime
- Baseline DD 50 makes spec nuke removes attractiveness of spec DD+snare (especially on lvl 65+ mobs).
- no group oriented abilities and not much more dmg than supp/dark template.
- AE debuff from debuffer is a hazard. In PvE, it agroes nearby mobs and in RvR, it's uncontrollably breaking mez for little effect.
We can look at the DD+snare in the dark line as well as the AE debuff issue. The other issues have been addressed in above feedback.
2) SUPPRESSION SPEC ISSUES
- power issues due to overlapping of base DD (low specced) with lifetap to get decent DPS in RvR. It's an issue for larger scale RvR where battles last long enough to run out of power
All casting classes have power issues in long lasting large scale battles. We can look into this if you thinl these issues are more significant for BDs.
- focus AE snare: no AE component so gets worse as you gain spec (higher upkeep for no additional effect).
- pet-only ablative buff is too costly at high level for effect.
- ABS buff is very costly in power and no indication on when it drops since cannot be cast on self (self abs is better).
- STR/DEX debuffs on same timer as lifetap
We can look into addressing these.
3) BONE ARMY SPEC ISSUES
- no group-oriented spells and low dmg output in groups
- archer pet has 40% of DPS of soldier pet due to redraw delay
- pet damage supposed to balance for lower DoTs (62% Ment/Cab dmg) doesn't translate into RvR due to survivability of BA BD (no CC or lifetap) and CCing of pets and ease to just ignore them.
As mentioned above, we'll look into these issues and make appropriate adjustments.
Other Issues
Resilience of Death RA is just too weak to be worth having/using. The +100 CON results in about +25% absorb on pets but does nothing to boost pet effectiveness (no extra damage or CC resistance). It does not work primarily because pets are so ineffective that they are not considered serious targets in RvR. Defensive pet buffing is not helping BDs so none use this RA especially with 30 min timer.