Is there any news as to the ability or lack there of to control pets you've summoned. I think if you summoned a zombie dog you should be able to tell it where to go, sit, roll over and play explode.
Something simple like hold alt and click will select all pets to focus on a target.
I don't have a quote right now, but from what they told us so far they have their own AI.
Zombie Dogs for example move to the enemies that attack the player and try to distract them.
Direct control (like WoW pet classes) isn't in the game so far.
Boy this thread is going to get so worked up. Basically two schools of thought about pets control are dominant on the matter.
One saying this is Diablo, action RPG, not Real Time Strategy, need no pet control, just put a bumb on my pets and I'm good to go.
The other school however knows a little controlling mechanics won't hurt but make what a completed Diablo summoner could look like.
The third person angle for Diablo games had always been a good view for all your minions, it's logical to include instructions to make minions not dumb, and actually makes players' demon an AI that is threatening, and makes castle-plays as an interesting role summoners are capable to offer.
This at first worried me as I wanted some form of pet control, however, I have changed my opinion on the matter. The main reason I wanted pet control was because of the poor AI in Diablo II. Pets constantly running into walls, not leaving rooms, attacking things that didn't matter when there was a bigger threat, all of my pets each taking on one monster instead of grouping together to take down enemies. But, with the greatly improved AI that I saw in the Blizzcon panel, I am sure that this will no longer be a problem and pets will be somewhat "smart" this time around.
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Sort of. Direct control of their actions, no, but there's a lot of thought and strategy that can go in to pet control far beyond just summoning new ones when the old ones die.
There will be no direct commands/controlling of pets. Instead, they plan on making pets a more strategical use.
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I do not want to see any commands added to summons.
Summons are likely much smarter and they most likely will not make any that depend on a corpse to summon. If the summons acts stupid then just recast a new one.
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Yea, from a few Blizzcon 2010 recaps the AI on them is pretty good. If you run through monsters they attack but once you get too far away they come and catch up. I wouldn't mind seeing something like stances, so you can put them on passive or defensive so they don't automatically attack when you don't want them to, as that could cause some problems if they face pull a boss or something.
It will make an intersting position in pvp play. The build for it will not be depending on standard casters or warrior class, it will be a class of its self.
It will be a fullfillment to me what a hardcore Necro should like.
Actually there might be ways to make your summons a bit more controllable. Perhaps through casting a certain skill on a target(s) that will cause your zombie dogs to enrage and attack that target.
I was thinking the same thing, perhaps the haunt/locust plague spell would have synergy with your summons there by your mongrels helping kill the enemy and possibly allowing it to trigger more (pass on to other enemies) as a bi-product.
I've suggested those two skills several times and i will do it again:
*** [insert curse name]
Curses a target, enraging all your minions to attack him and increasing damage they take from your minions. Rune effects could add lifesteal effect for exemple.
*** [Insert Spell Name]
Force all your pets to retreat and attack the nearest hostile target, dealing disabling effects (slow/stum/silence).
With those two skills the WD would have a great pet management possibility w/o breaking the spirirt of the game.
Those are both great ideas and more than enough to get the control I would want with my pets. The only change I would make is to have the varying effects all be rune changes of one skill. If I only get seven skills, this would eat up at least three just to have pet control. I think a attract, detract, separate, ... could all be rune effects of one skill and help people gain a limited amount of control while not eating up half of your skills.
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I am pretty sure that the passive, aggressive, and protective, stances will not be in D3.
Basic control of your pets will only be through strategic skill use. Either through examples that Italofoca gave or by where and when you cast your pets.
Again, with improved AI from D2, I don't think it will be as big of an issue as it was.
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Those are both great ideas and more than enough to get the control I would want with my pets. The only change I would make is to have the varying effects all be rune changes of one skill. If I only get seven skills, this would eat up at least three just to have pet control. I think a attract, detract, separate, ... could all be rune effects of one skill and help people gain a limited amount of control while not eating up half of your skills.
This is one of reasons why i added special effects (increased damage taken, on the first skill and disable on the second). This way those skill do not only function only as pet manager but also DPS/CC skills. So, if you use some of your slots with it you're not only having more control over your pet, you also have a arsenal of damaging and slowing effects.
Something simple like hold alt and click will select all pets to focus on a target.
Zombie Dogs for example move to the enemies that attack the player and try to distract them.
Direct control (like WoW pet classes) isn't in the game so far.
One saying this is Diablo, action RPG, not Real Time Strategy, need no pet control, just put a bumb on my pets and I'm good to go.
The other school however knows a little controlling mechanics won't hurt but make what a completed Diablo summoner could look like.
The third person angle for Diablo games had always been a good view for all your minions, it's logical to include instructions to make minions not dumb, and actually makes players' demon an AI that is threatening, and makes castle-plays as an interesting role summoners are capable to offer.
No, but there're promises made by the dev team.
This at first worried me as I wanted some form of pet control, however, I have changed my opinion on the matter. The main reason I wanted pet control was because of the poor AI in Diablo II. Pets constantly running into walls, not leaving rooms, attacking things that didn't matter when there was a bigger threat, all of my pets each taking on one monster instead of grouping together to take down enemies. But, with the greatly improved AI that I saw in the Blizzcon panel, I am sure that this will no longer be a problem and pets will be somewhat "smart" this time around.
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However I don't think they're entirely not promising for instructions/commands. But I do think they're going for more methods on minions-play.
And maybe referring to the AI as well.
Official Blizzard Quote:
Sort of. Direct control of their actions, no, but there's a lot of thought and strategy that can go in to pet control far beyond just summoning new ones when the old ones die.
There will be no direct commands/controlling of pets. Instead, they plan on making pets a more strategical use.
Find any Diablo news? Contact me or anyone else on the News team
At least there's promises on other pets usage features.
Summons are likely much smarter and they most likely will not make any that depend on a corpse to summon. If the summons acts stupid then just recast a new one.
Find any Diablo news? Contact me or anyone else on the news team.
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It will make an intersting position in pvp play. The build for it will not be depending on standard casters or warrior class, it will be a class of its self.
It will be a fullfillment to me what a hardcore Necro should like.
It would really look good in a Diablo game.
*** [insert curse name]
Curses a target, enraging all your minions to attack him and increasing damage they take from your minions. Rune effects could add lifesteal effect for exemple.
*** [Insert Spell Name]
Force all your pets to retreat and attack the nearest hostile target, dealing disabling effects (slow/stum/silence).
With those two skills the WD would have a great pet management possibility w/o breaking the spirirt of the game.
Find any Diablo news? Contact me or anyone else on the News team
Basic control of your pets will only be through strategic skill use. Either through examples that Italofoca gave or by where and when you cast your pets.
Again, with improved AI from D2, I don't think it will be as big of an issue as it was.
Find any Diablo news? Contact me or anyone else on the News team
This is one of reasons why i added special effects (increased damage taken, on the first skill and disable on the second). This way those skill do not only function only as pet manager but also DPS/CC skills. So, if you use some of your slots with it you're not only having more control over your pet, you also have a arsenal of damaging and slowing effects.
Find any Diablo news? Contact me or anyone else on the News team