I don't hate fun. I'll take your hyperbole in jest and try to offer some insight...
Boss mobs quickly become overhwhelmed by player pets. This was true before the Pet Revamp,and given the level of power a pet can reach now, is even more true. Take a look at any EM event, and you will find even the most beefed up, insanely statted boss mob getting demolished by multiple attacking pets. They generally don't stand a chance.
With regard to Shadowguard, it currently provides some of, if not the, highest end loot in the world. The bosses in Shadowguard (and elsewhere) employ a number of AIs to make the fights dynamic and challenging, one of which is fiendish calling. Previously, this AI had an issue where it would not proc from pet damage. This lead to a situation where the bosses in the Shadowguard finale could become trapped (for the most part, sans for teleportation abilities) by attacking pets and stand no chance against the onslaught. The owners would simply need to stand in the back and spam heal.
With the change to Fiendish Calling, pet damage will now have a chance to proc fiendish calling like all other damage classes. It is now necessary to control accessory spawn while making sound tactical decisions on how you deal with the added threat. Do you take a pet that deals more attacks but with less damage, or do you take the howitzer that fires slowly but deadly - and thusly procs less? How will you structure your party to dispatch accessory minions and heal your tanks? Will your pocket bard hang back and regenerate your life with enchanting songs while provoking minions to attack one another? Will your front line fighters cross heal and stand toe-to-toe with even the deadliest monsters?
That all being said, we put changes such as this on TC for feedback, and given the nature of fiendish calling, we will be evaluating it's performance and adjusting to achieve the following goals,
- Balancing the frequency of the AI executing based on the number of hits a standard boss takes.
- Allowing adequate cooldown for accessory spawn to be dispatched before another wave is summoned.
- Ensuring all summons can be targeted by barding abilities.
- Evaluating the health of summons as compared to their normal templates (this happens now, where summons have a fraction of the health of their normal counterparts).
See you on TC!
The taming revamp brought many returning players back to the game and many new players have a chance to do higher end content. That they were not able to do before. People have been playing longer, more often and having fun. Why is that something that needs to be changed???
Many players like to play a tamer. They would like to also be able to defend a Fel spawn, where thay can get scrolls. They cant. Sampires can.
They would like to go to Doom and get a slight chance at the most expensive item in the game. They can't unless they slowly take down the spawn for an hour and half the party gave up in frustration. Sampires take 15 minutes to solo Doom.
You are comparing this to an EM event where most of the players dont have a good suit or weapon or skills because they are from a different shard. Sure the resident players will have a better chance against lousy templates and greater dragons.
We don't want to play a Sampire.
Shadowguard is instanced. It affects nobody but the players inside at the time. The tamers are not stealing kills from the sampires or anyone else.
A Hawkwind robe cost 35M last year before the revamp. The Obi 15M. Look at Atl for a week and you will see the prices are about the same.
The tamers doing shadowguard did not flood the market with items.
The loot:
Sure you get a few legendaries after a lot of time spent doing the floors. But, how many of those legendaries are kept or put on a vendor. Most are dropped on the ground outside so they players can go try again. I've never found a good enough dex piece to keep. The only piece I have found there is a shield that I found with 4 others with the same stats but different types. Its worth maybe 10M.
For the good of UO you as a developer should ask:
Was this change needed?
Were tamers in Shadowguard ruining the economy?
Will this bring new or returning players to the game?
Will this cause player to play less because of frustration?
Will this cause accounts to be dropped?