I know these are sensitive subjects, so please everyone try and remain civil.
I believe, and some others do as well, that there is an innate imbalance in the mud regarding pets. Though please read over my points below before drawing a conclusion.
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As it stands today if ANYONE joins a battle via "autoassist" mechanics they enter combat with 2 rounds of melee offense. You can see it in all of our PK logs. Go up against a ranger that first round will always deliver 2x his normal per round damage output.
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The problem is that defensively, only our melee and some hybrid classes have the ability to even stand against this. The victims of this are any class with only Parry, followed by classes with only 2 defenses. They also typiclaly have less hp, ranging from 800 to 1200. From my testing the incoming is often times 200 to 300 points of damage which is a huge % of the targets over all hp pool.
3. This also works the other way. If you order your pets to rescue, and have auto assist on, you get a double round. I personally look at rescue as an attack with 2 rounds of lag. I get a guaranteed double strike just because I rescue myself with a pet. It works every time, without fail. Against mobs and players alike. If you don't believe me, then go and test it. Fight a mob with ANY charmie. Then rescue yourself. You will ALWAYS get 2x hits on the round you reengage. It is actually so effective that if a mob quickly switches back to you after a rescue, it is to your advantage because you can do it again.
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This front loads necro's and rangers, giving them 200% damage output in that first round every new engage. In order to keep it up all they have to do is flee. The Ranger has the added bonus of using the "double strike" technique to rescue themselves. You will notice going through the logs that a lot of our strong ranger pk'ers use this technique over and over and over again both by rescuing themselves, and by re-engaging. This also gives ANY melee with a cabal pet the ability to "double strike" whenever they have the ability to rescue. So Nexus, Knights, Watcher's, Tribunals, can ALL do this.
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The advantage is STRONGLY favored towards Melee. Only necro's from the CC side actually get any real benefit, followed by combat cleric's. Melee's especially feral's and beasts seem to get the MOST Mileage. Though ANYONE who is hasted, if they rescue themselves will lay down often 10 attacks.
My suggestion is to rectify this. Why is this even part of the game? Pets shold engage, but 2 rounds every-time without fail? come on. Also the mud is not inherently balanced around a Warrior using their nexus pet to self rescue and get double the output every-time. This mechanic favors melees who can not only defend the double rounds better, but can take advantage of it with high degrees of success.
This needs to be removed. Joining a battle via Autoassist should NOT mean you get 2 rounds of melee for the price of one.
