Inner Demons Talent

Was noticing during m+ NW play that one of the melee-based models just stood by me motionless. That happened twice during the Surgeon Stitchflesh lead-in trash mobs, and I wasn’t seeing any damage registering in my logs from the I.D. talent.

are you talking about the Demonology passive talent ?

logs have separate tables for damage attributable to Pets . . whether in-game combat log, or warcraftlogs , are what you mean

if you are saying that you applied a buff filter & saw an empty damage table for your characters name , that is normal

if you are looking for the talent to appear as an explicit entry in your damage dealt , it probably won’t appear that way unless the ‘bonus demons’ are somehow technically you in disguise

if you don’t see your wild imps doing damage in some table , you wont see whether inner demons is doing work either

– when you ride the Kyrian up to the necropolis , you can probably reach the Inner Demon timer in the middle of the flight . the demon would be spawned in the air , fall to the ground , and maybe snap to your coordinate position but still fail to line of sight anything up there .
– that happens to my hunter pet too i think - i dismiss my cunning pet after Amarth & want to bring out a Lust pet for example , but if i do it too soon my pet somehow wont have appetite when i need focus & hit kill command . better yet when i attempt to stun up there when muzzle / trap are down (rare) !! . . . i dismiss & call it again & it works though
– if you stand beside the Kyrian next time & allow the timed summon to finish its 12 second window (spawn an imp) just before you click the Kyrian , maybe you’ll find that it doesn’t spawn one in the middle of the flight ? . i dont know if its 12 seconds of flight though but you can find out , or do /stopwatch if you dont take the talent there next time but still want to know

Dungeons intentionally have platforms / flights / cliff jumps etc , in them i think . .to u and me , they are soft ‘pet boundaries’ . army , control undead, etc . indeed also Mind control . those boundaries are a balancing feature that demand groups to build momentum in different portions of dungeons that have different challenges . without those boundaries there could be serious imbalances through entire dungeons that would only become clear when it’s too late for attitudes to adjust . “i need a ___ , or i cant time this one dungeon, (even though it’s the logical next step after the previous dungeon gave me this keystone!)”
Shroud & death runs used to come pretty close to that ethic . imagine:

  • “we all need to be Necrolord , or we cant do any dungeon well” . . . just pool enemy corpses on the same spot for the whole dungeon , and fleshcraft 1000 different buffs every two minutes , and if you can’t do that you might as well door of shadows out the … door , for every dungeon in the game.
    (plaguefall (slimes) & theater of pain (there’s a ‘main room’ for body pooling between sections?) have ways to personally leverage Necrolord , being tied to their zone , yet even still balance momentum classes out with ‘pet boundaries’ .
    pool all the bleed mobs together & phial . or pool all the fixating/slowing+gripping mobs together & turn into cute foxes . or pool the distance-break Chain mobs together & door of shadows .

point is , there are intentional disadvantages to redundant covenants & intentional disadvantages to redundant momentum styles