I hate the Soul puppet whole idea! I think they should have been a Dot placed on the enemy or a Dot added to your next attack. Its silly dumb, the AI has them walking into walls, if you do spawn one it spawns on you not where the target died?
Then by the time they Scooby Doo fly over to what your attacking your target is dead!
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
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mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
edited August 2014
Hmm. TR, Bait & Switch? Is pretty much the same, so there is precedence for it. It you ditch one, you should ditch the other, too. Learn to aim.
Stupidness? I don't know. Annoying as hell, sure...but there are a few things that are annoying in PvP so I would not call this one out as worth being on the top of anyone's list.
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reagenlionel1Member, Neverwinter Beta UsersPosts: 0Arc User
edited August 2014
Thats actually what I use my soul puppet for. To offset some attacks that would be aimed at me, I make them aim at the soul puppet instead.
they kind of become annoying, roaming around all over the map
you try to target an enemy, end up targeting the stupid soul puppet
now imagine 2 or 3 SW in a pvp match with a soul puppet each?
am i the only one that thinks they're a little....annoying, and cheap
it's like an obstacle that shouldn't be there haha, a cheap LOS wall
That's actually EXACTLY what it is for. Most summoned entities tend to do that in any game.
I don't see anything wrong about it.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
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spike0337Member, Neverwinter Beta UsersPosts: 2Arc User
edited August 2014
On my SW around lvl 20, in pvp,I had a enemy soul puppets not die after like 20 hits.There was no way it was a permanent one because at that lvl you can't make it permanent yet.So bug right there.Another thing was I keep running into them with no one around.Had 2 at mid and was the only one there,yes i looked up top no one was up there to.Every one was at 1 or 2 not mid.With mine I'll run of to take home nod and get to just about taken it before my soul puppet shows up.But what makes it's worse is that I'm atking someone and the game auto targets it on me,making me hit it and not what I'm aiming at.Even tho my cross hairs are on the wanted target.
On my SW around lvl 20, in pvp,I had a enemy soul puppets not die after like 20 hits.There was no way it was a permanent one because at that lvl you can't make it permanent yet.So bug right there.Another thing was I keep running into them with no one around.Had 2 at mid and was the only one there,yes i looked up top no one was up there to.Every one was at 1 or 2 not mid.With mine I'll run of to take home nod and get to just about taken it before my soul puppet shows up.But what makes it's worse is that I'm atking someone and the game auto targets it on me,making me hit it and not what I'm aiming at.Even tho my cross hairs are on the wanted target.
My Soul Puppet stays at the battlefield after I die roaming all around and then returns to me when I respawn.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Puppets seem kind of buggy now. Guess the warlock didn't get much testing or they didn't have time to fix the bugs. Soul desecration only gives you the one puppet and no others are spawned.
Odd. If the above is true then they're acting differently in PvP than they do in PvE. Dying there definitely despawns the puppet - or it did on Preview at any rate. And they also disappear after 5 hits or 2 mins as described unless you have the Damnation capstone.
Puppets seem kind of buggy now. Guess the warlock didn't get much testing or they didn't have time to fix the bugs. Soul desecration only gives you the one puppet and no others are spawned.
You can never have more than one puppet active at any time, even with Soul Desecration. The tooltip is a little misleading.
It's the main use of it in pvp. Sws are squishy. They use the puppet has a shield. You must play smart and focus the warlock. Puppet DPS is almost non-existent. It's a decoy.
Two feats leading up to it explicitly say puppets.
It's just a turn of phrase. The devs explicitly stated that you can only ever have one puppet on the Preview forum. And you've only ever been able to have one puppet.
It's just a turn of phrase. The devs explicitly stated that you can only ever have one puppet on the Preview forum. And you've only ever been able to have one puppet.
Using a plural form when you mean one is not a turn of phrase. It's being wrong.
If it's actually working as intended the entire line of feats is completely useless.
Oh wow, people crying about the Soul Puppet now? I was going to max out a Warlock but its own ****tiness (free-kill) in PvP is what drove me off. Then of course, the Puppet, if annoyance is the only decent thing a Warlock can contribute to his party, then freakin let them! So you don't want an obstacle to pick on that poor little warlock behind enemy lines. Please...
Oh wow, people crying about the Soul Puppet now? I was going to max out a Warlock but its own ****tiness (free-kill) in PvP is what drove me off. Then of course, the Puppet, if annoyance is the only decent thing a Warlock can contribute to his party, then freakin let them! So you don't want an obstacle to pick on that poor little warlock behind enemy lines. Please...
Yup. The devs were told multiple times on Preview that the 'lock was not viable in PvP. Although I think a couple of people came up with builds/tactics that worked OK. Haven't tried it out myself yet.
Yup. The devs were told multiple times on Preview that the 'lock was not viable in PvP. Although I think a couple of people came up with builds/tactics that worked OK. Haven't tried it out myself yet.
I concocted a prototype finisher-build. Basically nothing but survival stuff on, Harrowprone, Wraith Shadow, Eldritch Momentum to stay alive... and your whole goal is to killsteal with Killing Flames. Those annoying Soulforged DC, GF. But totally not viable as far as Domination gameplay is concerned.
Odd. If the above is true then they're acting differently in PvP than they do in PvE. Dying there definitely despawns the puppet - or it did on Preview at any rate. And they also disappear after 5 hits or 2 mins as described unless you have the Damnation capstone.
Yeah, they really don't work that way in PvP right now. You can unload a whole warehouse of whupass on them without them dying, and they don't always seem to despawn properly. Like a lot of stuff in mod 4, they're somewhat buggy
Yeah, they really don't work that way in PvP right now. You can unload a whole warehouse of whupass on them without them dying, and they don't always seem to despawn properly. Like a lot of stuff in mod 4, they're somewhat buggy
They're meant to be VERY hard to kill. They have immunity to all AoE damage and are 80% resistant to everything else. The idea is that 99% of the time they persist until timed out or the Warlock dies.
I guess the despawn issue might be to do with the slightly different way deaths are handled in PvP?
It's kind of annoying, but probably not as annoying as being a warlock in PVP. I'll hold any complaints about the class until I actually see one capable of killing people in PVP.
Comments
The same thing happens for Bait and Switch, so .
except the decoy doesn't move around trolling ppl
Then by the time they Scooby Doo fly over to what your attacking your target is dead!
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
already addressed this, they're not the same
it's not a l2aim issue when the soul puppet MOVES around
A tree makes it permanently.
I use it exactly like bait and switch.
That's actually EXACTLY what it is for. Most summoned entities tend to do that in any game.
I don't see anything wrong about it.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
They're permanent at 10-19 arena PvP.
My Soul Puppet stays at the battlefield after I die roaming all around and then returns to me when I respawn.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
If it's actually working as intended the entire line of feats is completely useless.
If you think that feat line is useless without multiple puppets then you're Doing It Wrong.
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
I concocted a prototype finisher-build. Basically nothing but survival stuff on, Harrowprone, Wraith Shadow, Eldritch Momentum to stay alive... and your whole goal is to killsteal with Killing Flames. Those annoying Soulforged DC, GF. But totally not viable as far as Domination gameplay is concerned.
Yeah, they really don't work that way in PvP right now. You can unload a whole warehouse of whupass on them without them dying, and they don't always seem to despawn properly. Like a lot of stuff in mod 4, they're somewhat buggy
I guess the despawn issue might be to do with the slightly different way deaths are handled in PvP?
Aelar Hawkwind - Archer
Karrin Feywinter - Mistress of Flame
Errin Duskwalker - Executioner
Darquess - Soulbinder
Can we play as the Soul Puppet instead? I mean screw the Warlock, I'd rather be the unkillable, 80% resistant-to-everything, Soul Fuffet!