First of all: Those adjustments are just suggestions and do not to be considered an all together adjustment.
Second of all: I mainly play 8v8, so all my suggestions are based on what I experience in 8v8.
For those Minstrel haters: Please search another thread to publish your rubbish.
I have been playing the Minstrel a lot after the recent changes and from my point of view the Minstrel needs a few adjustments which the devs probably did not think about when they did all the changes.
1. Decrease the tinder damage add to recently released pets down to 100% in a full group instead of 200%, or even remove it since it is effecting RvR which is kinda a no go. Adjusted (11.08.2020)
2. Lower charm cooldown so 3 seconds
3. Lower the resist chance of spells when the pet got released and is in recently charmed state.
4. Increase resist chance of spells when pet is charmed. (Related to 3.)
5. Increase the miss chance when pet is charmed or in recently charmed state.
6. Remove cancelation of the pulse charm after release.
@Devs it would be really nice if you could consider adjusting anything to make the Minstrel more enjoyable to play because in it current state it is really annoying watching after you pet all the time because it can be snared all the time, it moves slower than sprint and gets even slower with disease so it becomes useless really quick at the moment. With the perma charm you wanted to make the Minstrel easier to play for casuals and you achieved that but with the CC change it makes it much harder to be useful if you are a beginner so it would be nice to see adjustments happen.
Second of all: I mainly play 8v8, so all my suggestions are based on what I experience in 8v8.
For those Minstrel haters: Please search another thread to publish your rubbish.
I have been playing the Minstrel a lot after the recent changes and from my point of view the Minstrel needs a few adjustments which the devs probably did not think about when they did all the changes.
1. Decrease the tinder damage add to recently released pets down to 100% in a full group instead of 200%, or even remove it since it is effecting RvR which is kinda a no go. Adjusted (11.08.2020)
- Since the pet can't break CC on the minstrel anymore it happens a lot that the minstrel loses his pet and enemies can kill it really quickly.
For example if an enemy with a 2 hand swings at it for 200 damage it will cause 600 damage in total on a recently released pet.
If the enemy hits for 200 damage + 100 damage crit it will cause 900 damage.
So basically they are able to kill a pet in 3-4 swings alone. If you have 3 melees on it it will die in 1-3 seconds.
2. Lower charm cooldown so 3 seconds
- At the moment it is only viable to play with a pet which resists by 5%. 15% is okay too but imagine having your pet lost for 12 seconds being in danger getting killed by enemies really quick, which would happen more often due to resist. For example if you are stunned for 9 seconds, your charm resists and you have to wait another 6 seconds. 6 seconds is just far too long in my opinion because in 6 seconds a lot can happen.
3. Lower the resist chance of spells when the pet got released and is in recently charmed state.
- The minstrel should be able to break CC of the pet with his DDs reliable.
Since the Minstrel did not have to use his DDs to often to break the mezz or the root/snare it would be nice if those 2 dds were a good opportunity to use them for.
For example here are 3 resist chances on the DDs with a MOF 3:
Level 58 pet - 27%
Level 55 pet - 19.5%
Level 51 pet - 12.5%
Since some of you might thing that is a good thing because you get a negative influence of having a higher pet it might seem to be logical but in general those changes which were made were done without changing other bad things.
4. Increase resist chance of spells when pet is charmed. (Related to 3.)
- Since the Minstrel pet is not as dangerous as it was before an adjustment to the resist rate of spells wouldn't hurt too much.
If the pet is charmed the resist rate for spells drops which make it much easier to nuke it down or land cc on it.
Increasing the resist rates would make it harder to kill the pet or cc the pet.
Since it is really easy outplay a Minstrel nowadays it would be a proper solution in my opinion.
5. Increase the miss chance when pet is charmed or in recently charmed state.
- The miss chance on a level 57 pet is around 22-25% percent. If you use a proper style it drops down to 10-15% or lower I am not sure about that but around that.
Just a change to make pets more sturdy against melees.
6. Remove cancelation of the pulse charm after release.
- This is kinda related to the cooldown of the charm because everytime you release your pet you have to recharm it with your spell instead of taking the chance that the pulse kicks in again after a while and the pet. Basically it gives you a more chances to get your pet back in case your charm resists and you don't have to wait another 6 seconds.
@Devs it would be really nice if you could consider adjusting anything to make the Minstrel more enjoyable to play because in it current state it is really annoying watching after you pet all the time because it can be snared all the time, it moves slower than sprint and gets even slower with disease so it becomes useless really quick at the moment. With the perma charm you wanted to make the Minstrel easier to play for casuals and you achieved that but with the CC change it makes it much harder to be useful if you are a beginner so it would be nice to see adjustments happen.