Azuarc wrote:
I'm a little disappointing with the HP-from-pet-hits talent as well. I haven't tried it, but it just doesn't sound that helpful - if you have a beefed up pet, are you (ideally) going to be getting hit that often? And will 20 per hit matter at that point, keeping in mind you need to be at least level 40 to get that?
Well the thing is, you can always aim for beefing up a fast attacking pet which, even at 40+, 20 hp is a lot to just keep you going in a battle. Plus if you get mauled to death and have only a few hp left, mend up and send your pet against some lower con mobs/critters.
Now for the things I dislike about this patch:
Durability loss on death: It further beats melees over the head with money sinks. Casters normaly dont get hit in fights unless soloing, and even then, the durability loss due to that is rather low compair to being in melee every moment of the battle. What this does is that when a caster does die, it still costs them cheaper to repair, while a melee, you die most frequently in groups and have more durability on your items which leads to more money spent.
What this also means is many more people will be wary to PvP. Before the most you could risk in PvP was losing time running back to your corpse, but now, you lose money for losing a battle that has no rewards other than enjoyment of pvp.
This is all not to mention the pain at lower levels where durability issues are high. So essentially when you are liable to die the most and have the least amount of money, you have to spend more money and time running back to town to repair.
Thats all im really going to say mainly because some of the other stuff like reagents and class buff/nerfs are highly opinionated and will just spark endless fights of warriors and shamans going on the defensive while mages and others whine.