http://www.youtube.com/channel/UCfhikZxZ-rtr_knUtXZNJMw
http://twitch.tv/cutsu
tl;dr: pet autoattacks are too stronk.
1. change autoattack into conditional dmg proc by family ( moa: dmg on target daze; dog: dmg on target stun/kd, etc ).
2. make Attack/Return to Me a toggle on F3.
3. remove 1 passive ability entirely from each family & move the other ability to an active on F1.
hi, some may know me, idk. ign is cutsu. have played BM since day 1, some thoughts on pets.
posting this in sPvP since that is all i do, & this entire piece is written from this perspective considering the attention this has garnered recently. i’m not going to defend pets atm, they are braindead easy to abuse.
i don’t believe that 5,000 pet range is the issue, nor is pet DPS. this is the pet class, pets should be versatile & dangerous.
the quality of existing in two places at once is the class mechanic for ranger. the 5,000 number can be disputed, but i believe that removing this quality will hurt the diversity of options available to teams, just like removing portal would.
the issue is that with a single button press, your class automatically performs at 50%+ efficiency. this leads to the current playstyle of ranger evading while pets take care of all the work or remote pets endlessly harrassing with no effort.
since this entire game is based around area permission, positioning & movement are arguably the most important aspects of gameplay. your pet handles anywhere from 50% to 100% of all movement / positioning ( depending on how intensely the ranger uses Attack / Return to Me ). i don’t think there is much to change about this, but it leads to the next point.
the player should not be rewarded for actions they do not undertake. so if the pet puts in all the effort to chase a player down & gain proper positioning, the ranger should not be rewarded with automatic damage. the ranger did nothing but press 1 button, often without LOS when team is providing targets. these are strategic plays, but they are not skillful.
pet autoattacks are too strong. my thinking is, we already have autoattacks on our weapons. we do not need an autoattack on the pet. instead, i suggest the autoattack be repurposed into a conditional damage proc.
set a proc detection range, trigger & proc effect by animal family.
eg.
Dog Family: 130 Range; Target Stun/KD; ST Damage
Devourer Family: 900 Range; Target Crippled; Apply Bleed
Moa Family: 130 Range; Target Dazed; ST Damage
this change alone would do 2 things:
1) a remote pet would require assistance from a teammate in order to secure any damage without its own active abilities.
2) a ranger in a 1v1 would not secure any damage through pet while chaining evades without using pet active abilities, they must actively CC their target.
next, make “Attack” & “Return to Me” a toggle on F3.
then for each pet family, remove 1 passive ability entirely & move the other passive ability to an active ability on F1.
eg. Moa -> Remove “Frenzied Attack”, Move “Harmonic Cry” to F1.
so each Family would have a shared Active with each Species getting its own.
the result is a pet with 2 actives & a damage proc that requires teamwork with zero passive abilities, removing a large portion of the automation that currently plagues the ranger class while working within the existing UI framework.
Yeah I feel ya. I hate pets, and adds in general. The thing is, its part of there mechanic. I have been followed by pets clear across a map then killed them only for the pet to be alive when i find the ranger again. How bout this, the pet dies when it dies. The ranger having lost the pet will have a cool down period before he can spawn another pet. ANY other pet, this will make the ranger think twice before sending his pet all over the map.
would you clarify your first point please :P sounds like you’re asking for moa’s to daze with auto-attack and dogs to stun/kd?
yes but how would pver feel if he had to press buttons and think???
jokes aside it’s a good change to make ranger more active play style but it will never be put into game because anet implements gameplay changes at the pace of a glacier and always catering to lowest common denominator (pvers).
(edited by milo.6942)
I second what google wrote – please clarify what you actually mean. My first impression from reading your post is that you want ranger damage nerfed to the ground, since that’s what will happen if you remove pets autoattack damage, but I may have misunderstood your ideas totally?
As for RusShiro’s comment – LOL! Another utterly unbalanced suggestion. There are so many comments like these floating around these days, makes you wonder what type of players actually play this game nowadays…
I second what google wrote – please clarify what you actually mean. My first impression from reading your post is that you want ranger damage nerfed to the ground, since that’s what will happen if you remove pets autoattack damage, but I may have misunderstood your ideas totally?
As for RusShiro’s comment – LOL! Another utterly unbalanced suggestion. There are so many comments like these floating around these days, makes you wonder what type of players actually play this game nowadays…
L33t heartseeker thiefs and cloneway mesmers of course.
i don’t believe that 5,000 pet range is the issue, nor is pet DPS. this is the pet class, pets should be versatile & dangerous.
Yet you’re proposing to nerf them into the ground not to mention that one statement completely destroyed your entire post. I don’t think pets are the problem, I think rangers in general are almost useless -without- the pet making the pet way to important. If you went onto saying increase the rangers killing ability, while nerfing pet damage you may have a better point, but that alone is by far one of the worse ideas I have ever seen on the forum about the ranger class.
to clarify, the base autoattack would become a triggered ability. so in the moa example, if the moa’s target is affected by a daze, the ability would trigger. these don’t even have to be damage triggers, they could be boons or condis as well.
@cloud, all numbers can be tweaked. triggered effects could hit harder than autoattacks currently do & give them an internal CD; or ranger damage can be buffed to compensate. numbers are simple once the design is set.
i think these pets would be equally dangerous to present since the player has access to 2 actives instead of 1 ( eg. for Wolf you would control both Fear & Knockdown ), & pet actives can be designed around securing their own ability trigger ( Moa’s active is Daze cone for example, which would trigger its own damage proc ).
anyways, it’s np. i know ANet’s update habits & the likelihood of this being incorporated is slim. just posting alternatives to the present AI situation.
I agree that rangers need to have more control over their pets. The way i imagine it is a bit different from yours though. You imagine it as being conditional, like if you daze your target your moa will bleed it right?
I don’t think that is a good option because you will kinda punish the ranger and give little in return.
That way the ranger skillcap will increase a lot, but once mastered it will be a much better profession that require skill to get the most out of your pet. Imagine the plays you could do, like getting the heal from moa at the right times, or getting that wolf KD at the right time, using the blast finisher from lizards in your water field, even the kitten charge from boar would be useful because you could set it up.
I agree that rangers need to have more control over their pets. The way i imagine it is a bit different from yours though. You imagine it as being conditional, like if you daze your target your moa will bleed it right?
I don’t think that is a good option because you will kinda punish the ranger and give little in return.
- Turn F1 into a toggle for both attack and return.
- Leave the pet ability on F2.
- And make the other two abilities(like the wolf kd, the boar charge, and the moa heal) into F3 and F4.
That way the ranger skillcap will increase a lot, but once mastered it will be a much better profession that require skill to get the most out of your pet. Imagine the plays you could do, like getting the heal from moa at the right times, or getting that wolf KD at the right time, using the blast finisher from lizards in your water field, even the kitten charge from boar would be useful because you could set it up.
I highly approve of this. This change alone would make ranger gameplay and skillcap increase tenfold.
+1
I have wanted it to function in this fashion for ages…I don’t really know why they haven’t done it this way to be honest.
I agree that rangers need to have more control over their pets. The way i imagine it is a bit different from yours though. You imagine it as being conditional, like if you daze your target your moa will bleed it right?
I don’t think that is a good option because you will kinda punish the ranger and give little in return.
- Turn F1 into a toggle for both attack and return.
- Leave the pet ability on F2.
- And make the other two abilities(like the wolf kd, the boar charge, and the moa heal) into F3 and F4.
That way the ranger skillcap will increase a lot, but once mastered it will be a much better profession that require skill to get the most out of your pet. Imagine the plays you could do, like getting the heal from moa at the right times, or getting that wolf KD at the right time, using the blast finisher from lizards in your water field, even the kitten charge from boar would be useful because you could set it up.
Yeah Yeah, the pet can be less automated I agree.
So how about let us control all 1 2 3 4 skills of the pet instead of just a f2?
Ok, here’s an easy solution for your concern, and is for the benefit of good rangers actually, as well as punishing the brainless ones:
1. Pet will not use their skills aside from normal attacks.
2. However, in exchange, ranger himself has full control of other 3 none-auto attack skills instead of just one.
We already have minimum control over our pet, yet people are talking as if pet is some kind of god or something…
The AI often messed up with target too, and they often tend to stuck in one place if you move to somewhere that’s not flat, and the only way to resolve it is by switching it out. They suddenly forget the most damaging quickness nerf and pet skill recharge upon switch nerf, which already cut ranger’s dps quite alot.
Ranger 2 months ago is much more threatening than the forum imagined to be right now, with super fast rev speed and stomp speed, crazy burst bleed damage, as well as very easy access to CC (2 kd 1 fear 1 immobilize every 16~20 seconds)
Not to mention that this “oh godly ranger patch” just buff the most famous pets of pvp: felines and wolf hp by about 2000, and people suddenly go crazy about beast master being OP…
TBH, I think beast master is still nowhere close to the effectiveness of trap ranger atm, and I played my ranger in a 95% ratio since my day 1 of pvp.
The only pet that “seems to be” abit op when traited as beast master is probably only felines, the rest is more of CC or AOE usage.
(edited by Aomine.5012)
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Pets are a part of the game. They’re not something from outerspace that give certain people superpowers or something.
Would be nice if they had a shorter leash in sPvP. Everything else I’m fairly OK with. Beating a Ranger on my Necro is a rather challenging thing to do currently; especially in those Hot Join Hero matches since they usually get back up about the time they go down.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
The pet chasing to no end issue is there since launch, yet no-one complained about it.
Then suddenly when they buff the feline/ wolf hp by 2000, people are calling them op, what’s the logic there?
Is it because people are being delusional, that they did not know ranger at all back then, and suddenly come to a realization that ranger is quite strong after May patch?
That seriously took you guys a LONG time to figure out things…
I agree that pet should not chase that far, but that seriously does not justify the OP thingy people been crazy about because it’s been there forever.
Not to mention trap build is still better than beast master, both in team fight and strategic usage. It also counter more classes than beast master.
But the problem is beast master do counter trap ranger in general, so maybe that’s why people start to believe beast master is better.
(edited by Aomine.5012)
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
The pet chasing to no end issue is there since launch, yet no-one complained about it.
Then suddenly when they buff the feline/ wolf hp by 2000, people are calling them op, what’s the logic there?Is it because people are being delusional, that they did not know ranger at all back then, and suddenly come to a realization that ranger is quite strong after May patch?
That seriously took you guys a LONG time to figure out things…I agree that pet should not chase that far, but that seriously does not justify the OP thingy people been crazy about because it’s been there forever.
Not to mention trap build is still better than beast master, both in team fight and strategic usage. It also counter more classes than beast master.
But the problem is beast master do counter trap ranger in general, so maybe that’s why people start to believe beast master is better.
As I said, as things get nerfed, certain builds + classes will automatically come up to seem more OP. I for one, always thought the leash range was OP. It’s not that people never noticed, it’s all about balance here. You can’t nerf classes/builds but leave some untouched – that’s where they become OP.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
You have to be fairly close to send your pet in to attack, its probably about 2500 range.
So no, its not the length of the map…and turning around and killing the pet (or making them return to the master) is actually the way you get rid of them unless the ranger is there on you as well.
Pets also don’t teleport on top of you…What is most likely happening is the Jaguar pet is stealthed next to you.
to be fair, i have seen my pets teleport, but only by following a mesmer through his own portal.
working as intended
edit: kuro is most likely referring to the petswap mechanic.
And maybe don’t let them use F skills while downed…like everyone else…just saying..
to be fair, i have seen my pets teleport, but only by following a mesmer through his own portal.
working as intended
edit: kuro is most likely referring to the petswap mechanic.
Will pets follow a Mesmer like that? i never really tested something like that.
Kuro could be correct, as I’ll often do the Sword Leap into someone and swap pets on top of them.
However with how the pets work, They take a good 2 seconds just to get on the target (its what makes that Quickness Swap ability kind of useless, the pet is facing away on swap, and even if you tell him to attack he doesn’t do it right away)
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
You have to be fairly close to send your pet in to attack, its probably about 2500 range.
So no, its not the length of the map…and turning around and killing the pet (or making them return to the master) is actually the way you get rid of them unless the ranger is there on you as well.
Pets also don’t teleport on top of you…What is most likely happening is the Jaguar pet is stealthed next to you.
Don’t you think there is a problem with that statement? You’re calling 2500r “fairly close”…That’s 3x the range of most ranged weapons (900r).
To clarify, I don’t mean the pet teleports on top of the enemy to attack, I mean that it teleports back to the ranger via pet swap/return. And once it returns, health regen kicks in and it’s rinse and repeat.
If they want to pet swap/return half way across the map, then the pet SHOULD be following a path back to the ranger, in the same speed as always so that there is a chance to catch it and kill it. That should be the repercussion of sending your pet across the map…right now there is none. But instead, it literally teleports right back to the ranger and there is nothing you can do about it…
I proposed an Idea a while ago but it is being forgotten somewhere. Anyway, my idea is to scale the Pet Stats with Ranger Stats. Give all the Pet a basic Stats accordingly to the families and their role (ofc lower than what they are now), then give the extra bonus on top scaled with Ranger Stats. This way, a pet of a Bunker Ranger will not hit as hard as a DPS Ranger but a pet of a DPS Ranger will not be as survivable as one of a Bunker Ranger. That way, DPS Rangers will have to think bf sending their Pet chasing the Opponent all the way over the map and the Bunker Rangers will have to think about their pet dams and choose their stats wise. At the moment, since all Pets got the same stats despite the Ranger Stats, Ranger is a Bunker and Pet hit like a DPS, seem a bit off to me….
i see no problem with 2,500 range or 5,000 tbh, it is our class mechanic. being able to assist mid from home ( only assist; a pet is not a replacement for a player ) is not much different from mesmer portal, & you can pop a pet just like you’d pop a portal.
our pet is a big part of how we help contribute to the team. thieves have great team support utility. i think we can both have nice things.
pet autoattacks are the only thing that i feel is wrong with pet design because they do too much for too little effort. shift more focus to active control.
If they want to pet swap/return half way across the map, then the pet SHOULD be following a path back to the ranger, in the same speed as always so that there is a chance to catch it and kill it. That should be the repercussion of sending your pet across the map…right now there is none. But instead, it literally teleports right back to the ranger and there is nothing you can do about it…
As for the instant return on F3 when the pet is far away, I agree, that shouldn’t be allowed I guess.
As for your other point… You’re actually saying that the pet should need to return to its master before allowing it to be swapped out? A mechanic that have worked this way since release, and have been working just fine?
You are basically asking for the biggest nerf for any class ever, if you would just think about it. There are so many issues arising from this nerf request, you simply can’t have thought about them. At all. Any ranger understands the huge impact this would mean to our class, in several ways.
Yay, so many ‘good’ ideas around here… <sigh>
Pets are a part of the game. They’re not something from outerspace that give certain people superpowers or something.
Prove it.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
You have to be fairly close to send your pet in to attack, its probably about 2500 range.
So no, its not the length of the map…and turning around and killing the pet (or making them return to the master) is actually the way you get rid of them unless the ranger is there on you as well.
Pets also don’t teleport on top of you…What is most likely happening is the Jaguar pet is stealthed next to you.
Don’t you think there is a problem with that statement? You’re calling 2500r “fairly close”…That’s 3x the range of most ranged weapons (900r).
To clarify, I don’t mean the pet teleports on top of the enemy to attack, I mean that it teleports back to the ranger via pet swap/return. And once it returns, health regen kicks in and it’s rinse and repeat.
If they want to pet swap/return half way across the map, then the pet SHOULD be following a path back to the ranger, in the same speed as always so that there is a chance to catch it and kill it. That should be the repercussion of sending your pet across the map…right now there is none. But instead, it literally teleports right back to the ranger and there is nothing you can do about it…
2500 Range isn’t half way across the map. Look at 1200 Range, Now double that, that’s almost the range you can send a pet.
As for teleporting back on pet swap..Its always done that…Since forever..Now its magically a problem? If you’re past 2500 range, and you make him swap his pet out, guess what..It goes away… He can’t send it to you again.
The fact that you guys are whining about this is rather hilarious.
I proposed an Idea a while ago but it is being forgotten somewhere. Anyway, my idea is to scale the Pet Stats with Ranger Stats. Give all the Pet a basic Stats accordingly to the families and their role (ofc lower than what they are now), then give the extra bonus on top scaled with Ranger Stats. This way, a pet of a Bunker Ranger will not hit as hard as a DPS Ranger but a pet of a DPS Ranger will not be as survivable as one of a Bunker Ranger. That way, DPS Rangers will have to think bf sending their Pet chasing the Opponent all the way over the map and the Bunker Rangers will have to think about their pet dams and choose their stats wise. At the moment, since all Pets got the same stats despite the Ranger Stats, Ranger is a Bunker and Pet hit like a DPS, seem a bit off to me….
rofl…how about no…. Our pet is separate from our stats for a reason.
Though I do agree there should be other options besides power/precision pets….Like Condition Based pets.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
You have to be fairly close to send your pet in to attack, its probably about 2500 range.
So no, its not the length of the map…and turning around and killing the pet (or making them return to the master) is actually the way you get rid of them unless the ranger is there on you as well.
Pets also don’t teleport on top of you…What is most likely happening is the Jaguar pet is stealthed next to you.
Don’t you think there is a problem with that statement? You’re calling 2500r “fairly close”…That’s 3x the range of most ranged weapons (900r).
To clarify, I don’t mean the pet teleports on top of the enemy to attack, I mean that it teleports back to the ranger via pet swap/return. And once it returns, health regen kicks in and it’s rinse and repeat.
If they want to pet swap/return half way across the map, then the pet SHOULD be following a path back to the ranger, in the same speed as always so that there is a chance to catch it and kill it. That should be the repercussion of sending your pet across the map…right now there is none. But instead, it literally teleports right back to the ranger and there is nothing you can do about it…
2500 Range isn’t half way across the map. Look at 1200 Range, Now double that, that’s almost the range you can send a pet.
As for teleporting back on pet swap..Its always done that…Since forever..Now its magically a problem? If you’re past 2500 range, and you make him swap his pet out, guess what..It goes away… He can’t send it to you again.
The fact that you guys are whining about this is rather hilarious.
Yea it’s always done that, and no it’s not magically now a problem – it’s always been a problem.
Pet leash range is more than 2500r…the fact that a ranger can sit at windmill or mansion and their pet is at clocktower, that’s way longer than 2500r.
Your defense is that since things were there from the start, that they shouldn’t be fixed. Well sorry to break it to you, but lots of mechanics were there from the start, and they were brought out with time and they were fixed.
Sorry to break this to you, but you know – it’s a pet. Not another weapon, but a pet. Why the hell should our pets follow the same rules as a weapon?
‘Thief/ele’, oh yeah, I can see where you’re coming from with your suggestions…
I proposed an Idea a while ago but it is being forgotten somewhere. Anyway, my idea is to scale the Pet Stats with Ranger Stats. Give all the Pet a basic Stats accordingly to the families and their role (ofc lower than what they are now), then give the extra bonus on top scaled with Ranger Stats. This way, a pet of a Bunker Ranger will not hit as hard as a DPS Ranger but a pet of a DPS Ranger will not be as survivable as one of a Bunker Ranger. That way, DPS Rangers will have to think bf sending their Pet chasing the Opponent all the way over the map and the Bunker Rangers will have to think about their pet dams and choose their stats wise. At the moment, since all Pets got the same stats despite the Ranger Stats, Ranger is a Bunker and Pet hit like a DPS, seem a bit off to me….
rofl…how about no…. Our pet is separate from our stats for a reason.
Though I do agree there should be other options besides power/precision pets….Like Condition Based pets.
For what reason? Except it is just a not completed jobs from Anet since gives pet separate stats is easier than working on to scale with the Owner stats
Sorry to break this to you, but you know – it’s a pet. Not another weapon, but a pet. Why the hell should our pets follow the same rules as a weapon?
‘Thief/ele’, oh yeah, I can see where you’re coming from with your suggestions…
If u compare Ranger pets to other kind of Pets, example Necro Minion or Elementals,Thieves from Thieves Guild.All of other kind of pets either very squishy or bind to have a time limit. Ranger pet is way far more superior than the rest.I don’t say my statement is the fact, IT IS THE FACT.
Pets are automated like this because they make up a portion of the Rangers damage, since they’re easy to avoid cause of pathing and telegraphing of attacks. If Ranger pets were just bonus damage I could see the point of peoples whines..But since they make up a good 30% of our damage i don’t think it’d be right to touch them.
Though I do find it quite hilarious that a Build I created in November of 2012 is now causing everyone to whine.
Easy to avoid?
Pets can literally teleport, and when they don’t they will always run faster than you unless you have swiftness or some kind of speed boost…You can try to kite in a circle or try pathing but they are not like mesmer clones…they WILL hit you because they are faster than you.
You can’t just kite them and kill them neither because Return will simply zip them right back to the ranger…regen, rinse and repeat.
Not to mention leash range is pretty much the entire map…which is ridiculous. No mechanic in the game should allow this…1200r is max range for almost everything and that’s how it should be kept.
To defend the status of ranger + pets at this moment is like saying triple cantrip eles pre-nerfs were fair. Sure the build may have existed, but when classes get balanced and nerfed, certain untouched builds will certainly rise up and seem more OP…and this is the current status of rangers.
You have to be fairly close to send your pet in to attack, its probably about 2500 range.
So no, its not the length of the map…and turning around and killing the pet (or making them return to the master) is actually the way you get rid of them unless the ranger is there on you as well.
Pets also don’t teleport on top of you…What is most likely happening is the Jaguar pet is stealthed next to you.
Don’t you think there is a problem with that statement? You’re calling 2500r “fairly close”…That’s 3x the range of most ranged weapons (900r).
To clarify, I don’t mean the pet teleports on top of the enemy to attack, I mean that it teleports back to the ranger via pet swap/return. And once it returns, health regen kicks in and it’s rinse and repeat.
If they want to pet swap/return half way across the map, then the pet SHOULD be following a path back to the ranger, in the same speed as always so that there is a chance to catch it and kill it. That should be the repercussion of sending your pet across the map…right now there is none. But instead, it literally teleports right back to the ranger and there is nothing you can do about it…
2500 Range isn’t half way across the map. Look at 1200 Range, Now double that, that’s almost the range you can send a pet.
As for teleporting back on pet swap..Its always done that…Since forever..Now its magically a problem? If you’re past 2500 range, and you make him swap his pet out, guess what..It goes away… He can’t send it to you again.
The fact that you guys are whining about this is rather hilarious.
Yea it’s always done that, and no it’s not magically now a problem – it’s always been a problem.
Pet leash range is more than 2500r…the fact that a ranger can sit at windmill or mansion and their pet is at clocktower, that’s way longer than 2500r.
Your defense is that since things were there from the start, that they shouldn’t be fixed. Well sorry to break it to you, but lots of mechanics were there from the start, and they were brought out with time and they were fixed.
The only way they’ll get it at clock tower while sitting at Windmill is by using Guard to put it at Clocktower first.
You can’t sit at Windmill and send your pet on someone in the Clock tower, now you might be able to put it on them and half them follow them to the Clocktower, but you cannot just send it there.
I’m sorry you can’t kill the pet beating on you….I didn’t know they handed out wet paper tissue for some builds, but I guess I was wrong.
Sorry to break this to you, but you know – it’s a pet. Not another weapon, but a pet. Why the hell should our pets follow the same rules as a weapon?
‘Thief/ele’, oh yeah, I can see where you’re coming from with your suggestions…
If u compare Ranger pets to other kind of Pets, example Necro Minion or Elementals,Thieves from Thieves Guild.All of other kind of pets either very squishy or bind to have a time limit. Ranger pet is way far more superior than the rest.I don’t say my statement is the fact, IT IS THE FACT.
That’s because all those pets don’t actually make up 30% of that classes damage.
Sorry to break this to you, but you know – it’s a pet. Not another weapon, but a pet. Why the hell should our pets follow the same rules as a weapon?
‘Thief/ele’, oh yeah, I can see where you’re coming from with your suggestions…
If u compare Ranger pets to other kind of Pets, example Necro Minion or Elementals,Thieves from Thieves Guild.All of other kind of pets either very squishy or bind to have a time limit. Ranger pet is way far more superior than the rest.I don’t say my statement is the fact, IT IS THE FACT.
That’s because all those pets don’t actually make up 30% of that classes damage.
Pls tell me u are not kidding…..But maybe you are REALLY kidding around… I can let all other minions face tank me all day and all night without a single bit of worry in dying..On the other hand, I always have to dodge Pet Ranger Attack to be able to survive against Ranger… People said Ranger Pet is even better than a Warrior itself to some extent, more endurance and dams is as close as War…Raven burst for 4k anyone???
(edited by Stealth.9324)
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