Greetings,
The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.
To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).
In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the avatar.
As an adjustment, we are looking into the below:
- When the summoner has enmity, they will not receive +1 to non-volatile enmity when executing a Blood Pact. (The +1 to non-volatile enmity will only occur when the summoner's enmity value is 0.)
The above adjustment is not a job ability adjustment; it will be a change to the process occurring in the programming, so please give us a bit of time for this.
We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.