This part is very troubling. The dev team decided to move with hurting SMN solo play based on reasoning that is faulty and not remotely a cause for concern.
Avatars pulling hate in a party setting is almost never a problem. Any situation where it would be, you likely won't have your avatar out at all to begin with. And in the few situations that is not the case, it's merely a matter of proper positioning and timing. Group dynamics. We like that kind of thing, right?
It also ignores the fact that 1. it is pretty difficult to pull hate anyway, 2. there are times when it would be beneficial to the party for the avatar to pull hate, and 3.it is very easy to remedy the problem by simply releasing the avatar. Let's also not forget that avatars have no hate generating capabilities, terrible DOT, and very little survivability outside of their elemental resistances. They would in no way interfere with tanking duties. In the rare situation where a party found itself with the avatar tanking, they would likely want to keep it that way so they can regroup.
The dev team wants to push party play and coordination but fail to realize that this is one of the (few) ways SMN can contribute to this dynamic. They just don't seem to have a grasp of how the job is played, solo or otherwise.
Please reconsider adjusting enmity for avatars. As things currently stand, SMN solo and small group play has been severly compromised. Giving avatars increased enmity traits an/or decreasing their rate of enmity decay would benefit and not hurt party dynamics.


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