Should DD familiars train HP?

Total of 327 votes


Yes, they die too fast without HP 46.8
No, I'd rather have the higher DD to resist AMF better and train AS on another minion 38.2
Todd doesn't believe in DD 15.0

Comments

First!

Definitely no HP! AS works fine, and I like the big DD :)

-- IndependenZ

5th!!!

if they dont have hp , they die before they even shoot! only good for meat shield


-- 48Zach

8th!

yea! go AS on another minion!!

-- BMWheatley

9th

I think they should train a small amount in hp but the rest should be left up to AS, otherwise they die way to quick, but shouldnt train it as much as the ToJ does, thats way too much.

-- Fihrer

Not entirely sure.....

If they train HP then single minions can use them too. But I'd rather see them train endurance maybe... there's no point whatsoever to a ToI unless it can survive into melee. Perhaps with the DD familiars fix it so that the familiar goes behind the minion it's equipped on instead of in front? Addition: On second thoughts NO. At later levels the size of the DD spell will probably be prompting calls for a nerf! Lack of HP provides a balance. =)

-- QBJohnnywas

maybe just on ToI that needs to last till melee. Otherwise no

-- Will [Retired]

Definately no HP. May be endurance or some type of protection. DD familiar needs a certain strat. You can't just stick them on any team and expect to work. It would take the strat out of the DD familiar and become another ToJ variant.

-- Arorrr

HP

Stay Same

-- 3D

Pfft

Maybe, and I say this very grudingly, MAYBE a TINY amount of HP. But no way. My ToF throws a fireball big enough to make the unibomber smile ; ). We wouldn't want to shink that smile now, would we?

-- Undertow

More DD > HP

If you train hp on the familiars... train less than a tenth T_T

-- Devil Burrito

Most DD based team have to train a small amount of HP on their minion, or all would die too easily with a massive DM. It should be the same for DD familiars. A small amount is all it needs: no opponent can have a massive DM and an AMF at the same time.

-- mihalis

DD !

well.. imo. these tats are supposed to be offensive (as mages).

-- Majestik Moose

Its fine now

It's fine now, i don't see any complaints.... so why change

-- 3D

Sure, give them more.

Give them thirty hit points instead of twenty.

-- InebriatedArsonist

This put me in quite the quandary.

With more dd, they can resist amf better, but will get killed all the same by a DM/FB. I think that adding a marginal ammount of HP is the way to go. There are no effective mage groups in the game that leave their mages without backup HP incase their AS gets dipelled. And the same should apply to a DD familiar.

-- Starseed^Lure

DD + AS

-- Steve G

Why are we trying to make them more effective?

To me the no HP is the equalizer to keep them from being far better than ToJ's. Ie ToJ = Big HP and little damage vs. no HP and higher damage. If you give DD tats medium HP they will still do considerably more damage than ToJs, while being much more difficult to contend with. BTW I think all tats are WAY too powerful as is, with the exception of ToA and ToE.

-- NotSuitablForChildren

Leave 'em as they are.

If you can't get it to live long enough, then consider it a stupidity tax for using the wrong tat for you.

In response to GL and anyone else thinking they're too fragile. They're an idiot proof way of dealing big damage if you give them HP. Last I checked, CB was about strategy and making these things difficult to use justifies their ability to win you half of your fights.
Making them any easier to use just gets rid of the need to think for 10 minutes to get it to work.

ToI on the 4th minion, big AMF, 1 minion casting AS and against most of your opponents even a ToI will get to hit your opponent.

-- MrC


If it's not already been sugested;

ToF: No HP
ToS: Some HP trained
ToI: More HP trained

:) Oh, another thing for everyone to mull over. with no intrinsic HP, if you get your Tat to survive to casting (So you use AS and face AMF instead of DM. DM = dead tat anyway), a large enough AMF will kill your tat from the returned damage anyway. These tats are too fragile.

-- AdminQBGentlemanLoser

Tat Behind Tank

The DD tats are a big prob if you have a single tank or mage strat...Here I agree with Johnnywas because if the DD tat is put behind the tank/mage, they're strats would be able to use it quiet effectively. This would lessen the need to have a ToE or ToA and in effect lessen the demand for these two items and encourage different tank/mage strats...=)

-- {CB1ate}aupStar

yes! we should have an option to put the DD tats behind the minions they are on - opens many doors, strategy-wise

-- maulaxe

if they do get health

maybe only train 1/10 to health.

-- Myonax

No more HP

They'll be too powerful, and I don't have one. My opinion might change if/when I get one, but I doubt it.

-- bob3002

maybe some on CoC familiar, but Fb works fine.

-- [FireBreathing]Chicken

I would put 1/3 exp into HP on regular but not on lesser tattoos.

-- Grant