Hi there Arenanet & players. I thought I’d post this idea I’ve been thinking about
for quite some time now regarding Rangers and pets. In theory, I’m a huge fan of
using pets and the essence of what a ranger could be. However, I don’t think this
comes across well through the way pets are currently implemented. I’d like to offer
maybe the way I would go about it, trying to avoid the downfalls along the way and
making things even more fun and effective.
First of all, I think it’s a big mistake that pets are MANDATORY. This not only
means that you don’t have a choice, but also that you’re damage and effectiveness is
somewhat split between you and your pet, requiring skilled use of pet mechanics to
reach your full potential. Now, that last part I think in essence is fine, but
forcing someone to use a pet who might care less really rubs some people the wrong
way.
So I thought, hey, Engineers have kits that take up a utility slot, and replace your
weapon skills while in use. BINGO! You could make “Pet” or something like that a
utility slot skill, thus making it OPTIONAL. Now, this would also mean that the
current F1-F4 skills for the Ranger-specific mechanics would have to change, but
there are plenty of lore-friendly Ranger-related ideas I could throw out for that.
Right now though, People generally only actually USE the F2 pet active skill, while
the pet itself occasionally uses the others. This seems like a big let-down; I’d
rather try to make pet combat a lot more interesting. My solution would be tag-
teaming DUAL skills. When you activate the pet kit, your 1-5 slot skills now become
new skills specific to the type of pet you have on. As for pet swapping, I wouldn’t
want to rob people of that, so we could keep the 5 slot skill “swap,” allowing you
to change to your second pet and gain a new set of 1-4 skills, still within the pet
kit. And if you made each skill a DUAL effect skill, meaning that both you AND your
pet do something when each skill is used, that would mean combat will be
interesting, you don’t have to micro manage your pet, or ignore it, and it could be
balanced in such a way that you can’t exploit pets for tanking purposes. On another note, since myself and many, many players seem to be so terribly frustrated by pets accidentally attracting aggro or causing unnecessarily long “in-combat” periods, this “kit” style skill would remove the pet instantly when it’s not in use, so you could easily keep it off while running around, or if it might cause a problem, in a dungeon for example.
With this setup, any Ranger COULD choose to either scrap pets entirely, or actually
use them exclusively, assuming the damage and skill effects were scaled and balanced
properly. In the same respect, this would make the beast mastery trait line for rangers a very viable route if they wanted to focus on pet combat rather than typical ranged weapons, traps, etc. I know this would make me want to play a Ranger a whole lot more, if not primarily.
There’s now the discussion of “What will the new Ranger-specific F-button mechanic
be?” One thought I had is inspired by the way ele’s attunement swap. What if you had
maybe 3-4 different F-skills, all with the same cooldown times, that allowed you to
switch between stances. These could all have passive and/or next-attack effects, and
could be more effective depending on what role/style of play you’re doing at any
given time. These would NOT change your skills, seeing as you’d already have plenty
at your disposal, with or without a pet. Perhaps one could increase your attack
range, attack speed, or projectile speed, and then there would be 2-3 more with
totally separate effects, offensive or defensive. You could even make one of them
pet related. The other option could be, since Rangers are attuned to nature, to make
these stances related to certain creatures. Norn have the 4 main spirits they can
channel as an elite, so what if rangers had 4 different auras or umbras they could
alternate between to represent yet another 4 creatures or spirits? It’s things like
this, the combination of making sense lore-wise, making every aspect of combat fun
AND effective, and creating more diversity and creativity even within the same
profession, that would attract me and I hope many other people to play any class,
current or future. If anyone likes these ideas or has even further suggestions,
please do respond. Thanks again guys!
(edited by LED.4739)