It’s been a fairly consistent them from what I’ve seen that ranger players either find the pet useless, or those that actually do like the pets find them to be in various ways sub-par; visually, mechanically, and others. The biggest complaint I’ve seen is that they’re juvenile and undersized compared to what players want them to be. I’ve been considering how this could be addressed and I think I came to a reasonable conclusion about what could be done.
Many players are fine with how their pets are now. these are the trappers, berserkers, and in general the people that don’t rely on their pet as anything more than a damage sponge from time to time. They’d take a change that increases the size and power of their pets negatively, as it adversely affects their chosen form of play. But it wouldn’t be such a problem if they had a choice in the matter, which is why I decided that a trait along these lines would be the most effective choice.
Overgrown Pets as a grandmaster trait would allow those who have specialized in the development of their pet to be rewarded with their choice by making the pet a major player in a combat, rather than a neglected critter that can be ignored simply by strafing. Here’s my suggested trait:
Oversized Pet
Pets increase in size and power at the cost of its master’s strength.
The suggested difference I’m thinking of is that, based on level, Rangers with this trait take a hefty penalty to their stats in exchange for a similar or greater bonus to their pets, along with the visual change that the pet is larger – drakes becoming similar to drake broodmothers, wolves becoming like dire wolves, and devourers becoming like the massive devourers we see constantly around Ascalon. the stat change I’m thinking of currently is, at level 80, a penalty of 350 or 400 to the stats of the ranger in question, while the pet gains a buff at x1.5 that number, putting the number at 525 or 600 for the pet’s buff. The reason for this is fairly self-evident – A player is better than an AI. This is simply how it works in current technology. Thus you have to compensate for the loss of ability in the higher strength part of the equation by making the pet capable of making up for the damage lost, despite enemies moving around and cutting the DPS a pet can hold down to nill if they know what they’re doing, or go after the ranger rather than a pet (a near guarantee in PvP).
I’ll break down how this would affect play as a ranger in the various game modes
PvE
Actually, this remains relatively unaffected for a player using this. Already, most rangers make use of their pet as either ranged supplemental damage or as a distraction/tank, allowing them to turn the enemy into a pincushion with impunity. This isn’t a fact that would change; this would simply favor one pet staying on the field longer rather than swapping constantly to gain the buffs related to swapping, as that pet could hold aggro longer due to having a higher toughness and vitality.
Dungeons
As with the ranger explanation guide for ranger pets i wrote some weeks ago, I feel that dungeons deserve their own mention, rather than being lumped in with PvE. Despite this, much the same applies; a party would be able to rely on a drake being able to effectively distract and tank a boss if necessary. However, this would also have a secondary effect in making the ranger more centered around support and helping his allies; equipping a warhorn to grant fury and might to allies, using healing spring to heal them, and laying traps to prevent enemies from approaching party members unscathed, just as examples. This is something that, at current, rangers tend not to do; a recent build in the rangers forum was shot down because ranger support simply isn’t worth it. This would allow rangers to be supportive of their allies while still contributing to the fight, and in general I find that to be an excellent prospect – the more people work together, the better.
PvP
It’d make things more interesting in this mode, certainly. Ranger players would have to understand how to divert focus from themselves – for example, using the new 3 second stealth that was added to Hunter’s Shot on the longbow. enemy players have to not only hunt down the ranger, but also avoid a pet that’s actually a threat rather than simply a critter following you around that can ignore because your armor is just that high. All around, it makes the ranger a more challenging enemy to face, if they know what they’re doing, but fragile enough that if they are caught it’s the end for them. everybody has to play more intelligently, and that’s nothing but good.