Quote Originally Posted by ThirdChild_ZKI View Post
SAM: Outdpses MCH. Has a DoT with Lead Shot's old potency (then, the highest DoT), and twice the duration.
BRD: Outdpses MCH. Has 2 DoTs with a literal reset switch (for those that complain of MCH too easy/boring)

. . . Give us back Lead Shot please.
"

That's not how damage tuning works. If they were to give lead shot back to MCH but still want our damage to be around what it is now, they'd still have to adjust overall potentiates to accommodate for that. It's the same deal for when they pruned DPS cooldowns like raging strikes and hawk eye; their dps potential is tuned in consideration of not having it. If MCH's damage is too low (and it probably is in the big picture), not having lead shot is not the reason why. Abilties like Lead Shot, plhetobmize and fracture are text book example of ability bloating that needed to be removed.

Quote Originally Posted by CosmicKirby View Post
- The turret doesn't contribute to wildfire damage, nor does Overdrive. Overdrive is a really weird player ability that commands our pet to do an attack, and as such any buffs on the player don't work for this ability, at all. (Is this the same with SMN?)
Turret (and Egis) benefit from player buffs. This includes self buffs (back when they still had it) such as raging strikes and hawkeye, given buffs (Balance) and food/potions. Go pop food right now and you'll see the exact same buff on your turret/egi. Only hotshot is excluded from this (and summoners don't have an equivalent of this)

That aside, I do agree that the turrets are very un-involved, but honestly with the terrible pet AI this game has, I'd rather not have them be more involved with placement or have summoner-esq pet bars.