Workaround to Necro Pets

Workaround to Necro Pets

in Suggestions

Posted by: TwoBit.5903

TwoBit.5903

Disclaimer: This is not a fix, but a workaround to the poor AI in Necro pets.

Add commands F2, F3, and F4 to the Necromancer skill bar. These commands will work similar to Ranger pet commands in that they alter pet targeting, and therefor behavior. F2 will cause necro pets to focus the selected target. F3 will cause pets to disperse and attack random nearby targets. F4 will de-aggro the pets and call them back to the Necromancer.

With these added tools, the Necromancer may even do some nifty things with their pets. F2 can, for instance, body block certain enemies by swarming them with minions. The Necromancer may even use F3 to aggro enemies with their pet and then F4 to call the pets back, grouping up enemies.

(edited by TwoBit.5903)

Workaround to Necro Pets

in Suggestions

Posted by: runeblade.7514

runeblade.7514

No.

Minions are only utilities skills/summon allies. Just like Banners are to Warriors, Thieves guild to Thieves, Elementals are to Elementalists, Spirit weapons are to Guardians, Turrets are to Engineers.

Minions are not a profession mechanic like Rangers are to pets and Illusions are to Mesmers.

However, minions could use better AI.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Workaround to Necro Pets

in Suggestions

Posted by: TwoBit.5903

TwoBit.5903

Do they have to not be? AI is incredibly difficult to code for in dynamic environments and with the pets in their current state, players would rather not use them at all. This workaround would definitely be better than sticking to a compromised system.

(edited by TwoBit.5903)

Workaround to Necro Pets

in Suggestions

Posted by: Balderstrom.5809

Balderstrom.5809

I don’t see why there couldn’t be a new mechanic – in which a necromancer could have direct control of his minions when not engaged in H2H combat. It makes little sense that a summoned (somewhat mindless) entity can’t be controlled at all.

Necromancers/Evil Clerics in pretty much any RPG I’ve ever played had the ability to control their minions.

I think the difference between Necro/Ranger should be:

  • Ranger Pets: Intelligent AI
    → Flees (wimpy’s) when it is below a percentage of it’s HP that the ranger can set.
    → Defaults to attacking what the Ranger is attacking.
    → Can be directed/suggested/controlled to flee/change target/regroup/etc.
    → Will defend itself on the way to a different target.
  • Necromancer Minions: Mindless, Little AI
    → Attack whatever aggressive mob is within range.
    → Can be called back to the Necromancer. (May fail if the Necro is too far away).
    → Can be directed to attack another target. (May fail if the target is too far away).
    → Does not defend itself when it is attacked on it’s way to a different target.
    → May randomly change targets. Regardless of Necro’s previous command.

Workaround to Necro Pets

in Suggestions

Posted by: TwoBit.5903

TwoBit.5903

I don’t see why there couldn’t be a new mechanic – in which a necromancer could have direct control of his minions when not engaged in H2H combat. It makes little sense that a summoned (somewhat mindless) entity can’t be controlled at all.

Necromancers/Evil Clerics in pretty much any RPG I’ve ever played had the ability to control their minions.

I think the difference between Necro/Ranger should be:

  • Ranger Pets: Intelligent AI
    -> Flees (wimpy’s) when it is below a percentage of it’s HP that the ranger can set.
    -> Defaults to attacking what the Ranger is attacking.
    -> Can be directed/suggested/controlled to flee/change target/regroup/etc.
    -> Will defend itself on the way to a different target.
  • Necromancer Minions: Mindless, Little AI
    -> Attack whatever aggressive mob is within range.
    -> Can be called back to the Necromancer. (May fail if the Necro is too far away).
    -> Can be directed to attack another target. (May fail if the target is too far away).
    -> Does not defend itself when it is attacked on it’s way to a different target.
    -> May randomly change targets. Regardless of Necro’s previous command.

+1

I like this idea. The distinction would be enough to make both class’ mechanics worth using in different situations. The Ranger’s pet for instance, would be more versatile and when traited function almost as a secondary player. Necromancer minions would specifically act as bodies that swarm and block, a simple dual offense defense mechanism.

Workaround to Necro Pets

in Suggestions

Posted by: Modimor.4319

Modimor.4319

Should atleast add a toggle that would be passive at off and aggresive at on.
Passive = Minions just follow you around and will never attack.
Aggresive = Minions always attack any hostile targets within XX range.