(edited by Fext.3614)
suggestion: improving ranger pets
Sort pets into 3 main groups, tanks, healers and dps.
Generic: if a pet is killed, ranger takes considerable damage and stun. The pet suffers from the same effect when ranger is downed. OTOH every healing ranger performs affect the pet as well by default. Pet can be also healed by aoe or targeted heals of other team members.
Tanks attack target mob with a charge or teleport and are guaranteed to hit. They also turn target mob away from the ranger, immediatelly gain aggro, and hold aggro as long as alive or until commanded to return / replaced. They do almost no damage, can have retaliation, maybe regen, and stay at the target despite aoes etc.
Dps they never gain aggro and position themselves at flanks / back of the mob who attacks ranger (or rangers party member). They always follow target and attack it (much like rangers sword#1), doing considerable damage. They actively try to avoid aoes and cone attacks. They can cc / condition the target mob.
Healers never get aggro like dps, and heal / revive ranger and his group. They always follow ranger and stay away form enemies. Lets assume for simplicity that their healing skills are always centered at the ranger (aoe) or affect all party members, and work at a solid distance. They always “hit”. Please avoid ground targeted aoe skills or cones (anything not centered on a character) since there can possibly be issues.
Healers can also cure conditions, give boons to the ranger and/or party, and revive downed or killed members.Once ranger is killed or down, the pet skills are disabled. They pet may attempt to revive downed or killed ranger (healers having higher effectivity at that).
However when ranger is downed, a pet gets similar shock like ranger does, when pet dies.Even non aggro pets are, of course, vulnerable, but unlike tank, they will never affect mob positioning.
All pets can be stowed permanently and they never reappear automatically until ranger decides.
EDIT: pets are affected by rangers stats.
I like all of it except the aggro. Would be a bit iffy with the current system, I think.
Wait, why should the pets get holy trinity roles if we can’t?
It’s not really the trinity – I’m just using familiar terminology.
The “tank” is in fact nothing more than a party wide toughess / vitality buff plus a root, together with a fancy pet animation.
The “dps” is just a DOT with some bonuses.
The “healer” is just a HOT with some bonuses.
It’s very simple and it will work. No problems with tracking, aggro, etc. Also, it’s possible to implement with a minimum effort, since it is actualy a simplification of the current system.
Fun Daddy, what do you think is wrong with the aggro? Can you be more specific?
Sort pets into 3 main groups, tanks, healers and dps.
Generic: if a pet is killed, ranger takes considerable damage and stun. The pet suffers from the same effect when ranger is downed. OTOH every healing ranger performs affect the pet as well by default. Pet can be also healed by aoe or targeted heals of other team members.
I do not want to get punished for my pet beeing killed. Also, if I’m downed, why the heck should my pet get punished? It’s not like our pet could kill an enemy to get us back up or even heal us (downed skill 3).
That’s a stupid idea.
EU Elona Reach – Void Sentinels
I do not want to get punished for my pet beeing killed. Also, if I’m downed, why the heck should my pet get punished? It’s not like our pet could kill an enemy to get us back up or even heal us (downed skill 3).
That’s a stupid idea.
No, it’s not a stupid idea.
The pet becomes your extension (as it should be) so letting it die shall hurt you… a lot. A true beastmaster must be one with his pet and shall keep the pet alive though the whole fight. When the pet dies it must be a significant loss, something you want to avoid.
I do not want to get punished for my pet beeing killed. Also, if I’m downed, why the heck should my pet get punished? It’s not like our pet could kill an enemy to get us back up or even heal us (downed skill 3).
That’s a stupid idea.No, it’s not a stupid idea.
The pet becomes your extension (as it should be) so letting it die shall hurt you… a lot. A true beastmaster must be one with his pet and shall keep the pet alive though the whole fight. When the pet dies it must be a significant loss, something you want to avoid.
No, I don’t want to play beastmaster, I want to play archer. My pet dies in AoE’s in splitseconds and I get punished for that?
Also, no other class gets punished for using their skills incorrectly other than having cd.
If this would be implemented I would want my money back because that’s not for what I’ve paid for.
EU Elona Reach – Void Sentinels
It’s not really the trinity – I’m just using familiar terminology.
The “tank” is in fact nothing more than a party wide toughess / vitality buff plus a root, together with a fancy pet animation.
The “dps” is just a DOT with some bonuses.
The “healer” is just a HOT with some bonuses.
It’s very simple and it will work. No problems with tracking, aggro, etc. Also, it’s possible to implement with a minimum effort, since it is actualy a simplification of the current system.Fun Daddy, what do you think is wrong with the aggro? Can you be more specific?
Aggro management isn’t currently part of the game, really, and I think it should stay that way. Being able to control enemy AI makes them more predictable, which in turn decreases variability in combat and makes it quite a bit easier.
One thing this game definitely does not need is easier PvE, especially if it comes at the cost of making encounters more simple.