Warlock pet health buff

#0 - Jan. 20, 2009, 9:07 p.m.
Blizzard Post
My felhunter gained 1 hp, no joke.
#15 - Jan. 20, 2009, 9:45 p.m.
Blizzard Post
The Felhunter should have gained around 8000 health. Is that not happening?
#43 - Jan. 20, 2009, 10 p.m.
Blizzard Post
The Felhunter and a couple of other demons should have significantly gained health. If you Felhunter was at 8K yesterday he should be closer to 16K today. The exact number will depend on your gear and talents.

This is working correctly for us but apparently not on live so we need to figure out the problem.
#130 - Jan. 21, 2009, 12:21 a.m.
Blizzard Post
We plan on hotfixing the warlock pet health. I don't want to throw around any more numbers because it's going to depend a lot on lock gear and talents.

Unfortunately sometimes things work differently between our servers and live. It's a bug and we will get it fixed.

We made a lot of changes in this patch so there are going to be some bugs. You have our apologies for them, but WoW is a very large game. Please let's not handle every bug through this thread. :)
#193 - Jan. 21, 2009, 10:38 p.m.
Blizzard Post
We understand what caused this bug now. It is a little complicated to explain, and not particularly relevant.

To get the intended result, we are going to hotfix a change to increase the health that all warlock pets gain from the warlock's stamina. Depending on your stamina and talents, you should see all of your pets go up by a few thousand health. As one example, a felhunter with 8000 health should go up to about 14,000 health. Felguards and voidwalkers will have more. Imps and succubi less. Doomguard and infernals will jump by a lot.

This change should go through any minute.
#252 - Jan. 22, 2009, 9:05 p.m.
Blizzard Post
Q u o t e:
Ghostcrawler, pets still need resilience. I posted a response explaining why simply providing more HP for pets (even though this IS a significant amount) means nothing when the quality of that health is extremely low.


I understand that players want, and think it is good design for, their pets to have resilience. That might still be something we do. Our concern has always been that players need to be able gang up and kill pets when they really set their mind to it. It can be very frustrating to hack your way through the hunter or warlock pet, finally dispatch it, then still have to deal with the master (who, to be honest, have ways for bringing their pets back sometimes). I understand the situation I described isn't at all happening now, but with enough resilience there is a risk of very tanky pets.