Necro Summons. Pet Controle Missing?
You mean something like this?
Will update once Path of Fire releases.
The devs have stated long ago the reason other classes dont have “pet controls” is because that is a ranger ability and will remain that.
If other classes get ranger controls then there’s nothing special about ranger.
This is why the AI is more important for other classes as we can’t control them and they attack what we attack.
Will it change? I highly doubt it.
RIP City of Heroes
The devs have stated long ago the reason other classes dont have “pet controls” is because that is a ranger ability and will remain that.
If other classes get ranger controls then there’s nothing special about ranger.This is why the AI is more important for other classes as we can’t control them and they attack what we attack.
Will it change? I highly doubt it.
They at least need to give us a “aggro on, aggro off” button though, at least until they fix their kittening broken AI. Minions worked best when they just aggro’d anything in sight immediatly instead of waiting for you to attack something, so until they get a fix for minions just standing around doing nothing we should get that behaviour as a toggle. Run up to something you want to kill, toggle their aggro and they should immediatly run at it like rabid dogs.
On another note, then give rangers a kittening other unique thing because pet-builds with uncontrollable pets are a bullkitten decision designwise. Also the Rangers shtick is having a permanent pet that has unique abilities depending on pet and can also ressurrect them, doesn’t block a utility slot, having unique combo-abilities with their pet and almost all of tyrias creatures to choose from. I simply fail to see how giving eg. the necro simple “attack this, come here, don’t do anything” buttons would make the ranger any less unique.
I’d be happy if they just gave necros an “Attack” pet command to actually force pets to attack the current target. 50% of the time when fighting my pets do nothing except stand there looking on while I fight. After a 3-5 seconds a few MIGHT start attacking but most likely not.
Only way I can actually get them to start fighting with me right away is if I can make them stand right next to the enemy when I start fighting.
Seriously, make pets more responsive. Make them instantly attack whichever target the player is attacking.
I’d be happy if they just gave necros an “Attack” pet command to actually force pets to attack the current target. 50% of the time when fighting my pets do nothing except stand there looking on while I fight. After a 3-5 seconds a few MIGHT start attacking but most likely not.
Only way I can actually get them to start fighting with me right away is if I can make them stand right next to the enemy when I start fighting.Seriously, make pets more responsive. Make them instantly attack whichever target the player is attacking.
And while they’re at it they should increase the z-axis-tolerance of minions so they don’t get stuck on sticks and pebbles. And/or give us a way to summon all of them back to our current location to get them out of a fight / glitched spot etc.
And fix the Minion UI to see thier Health and what they attack.
(edited by Frenchy.2631)
Basically everything people are asking for either will never happen, or already exists in the system and isn’t the problem. We already have a “minions attack this” button, its called every single targeted ability you have. Their problem is pathing, and its a problem that ANet will have to fix with a reworked AI.
Well then they need to fix thier AI -.-
Basically everything people are asking for either will never happen, or already exists in the system and isn’t the problem. We already have a “minions attack this” button, its called every single targeted ability you have. Their problem is pathing, and its a problem that ANet will have to fix with a reworked AI.
Actually pets standing/walking around for 5 seconds before they decide to maybe now start to attack (if at all) is not a pathing issue, as the sometimes repostion themselves by walking through the enemy but still not attacking. And the minions pathing issues could be fixed if they just kittening allowed for more z-axis-tolerance. I mean monsters make a pretty good job to follow you everywhere, so i really do not get why pets get stuck on little twigs and the tiniest stones/ledges occasionally. Also using targeted abilities as the trigger is a flawed system in of itself. The whole POINT of having a pet-using class in PvE is to let the kittening pets tank aggro. Which is countered by you attacking first thus having aggro for usually more than 3/4 of the fight.
And really, at this point not having fixed the AI or at least bandaided it is a major proof of sheer incompetence. It has been broken since release and the only time it worked a little better was when the pets would attack anything in sight (hence why i was asking to at least let us toggle aggro on/off as a band aid until the fix in 5 more years…or in GW3). Not even WoW -private servers have that kind of failure for pets. Heck, not even kittening MODS for games that do not even have innate pet-classes do have massive issues like this. After 2.5 years and counting there is just no excuse for 1/4th of our utilities to be still that badly bugged.
(edited by Shiki.7148)
Its a pathing issue, and mobs definitely have them too. I’ve already written massive posts about it, really don’t feel like repeating it again, but its 100% pathing issues that occur because you the player can trigger the minion aggro when pathing issues exist. Normal mobs don’t bug out as easily because they aren’t tied to a secondary moving object that will force them into bad situations, but you can very easily see mobs have pathing issues if you attack on the edge of large z-axis differences.
Its a pathing issue, and mobs definitely have them too. I’ve already written massive posts about it, really don’t feel like repeating it again, but its 100% pathing issues that occur because you the player can trigger the minion aggro when pathing issues exist. Normal mobs don’t bug out as easily because they aren’t tied to a secondary moving object that will force them into bad situations, but you can very easily see mobs have pathing issues if you attack on the edge of large z-axis differences.
Sorry, but no. I can position myself on a completely plain field next to a non-aggro mob and wait for every single of my minions to stand perfectly next to it and they STILL will take 3 to infinite seconds to actually attack after I used a targeted ability on said mob. There is literally 0 possibility of pathing issues, except if the navmeshes have holes of the size a death star would fit through and there where more of them than actual nav meshes. Well, or invisible walls that only exist for minions but not players and mobs. If that isn’t the case then no, it is not just a pathing issue, but also something completely broken inside their aggro registration programming. I’m not denying the pathing is bugged six ways to sunday , but it definitly is not the only issue that the minion AI has. I’m praying that the AI-specialists Anet supposedly hired aren’t just going to make an “AI” for the world bosses, stick it into the current AI mess and leave everything else as is, but that they are actually reworking the basic mob AI and with it minion/pet AI aswell.
Also, if Mobs also get stuck it happens so rarely I have yet to witness it (except for stuff that players are forcing like Lupi into the wall), usually they even follow me around corners (which is actually one of the reasons stacking works. Even the ranged mobs come and stalk you to the next corner). And after all is said and done, Pet and mob AI should not be the same in the first place. Just elementary really : If you kitten something up while trying to change pets you can kitten up everything, and the reverse is also true. Which is most likely why they still haven’t moved a finger, they are scared it might screw the normal mobs six ways to sunday if they roll it out, and with the way they test this stuff, they are propably right : it would be a distaster.
well idk about all of you but yeah it may take a second or two for my minions to strike a target (I play MM in WvW minus the healer and the useless rat things) BUT, a good way i’ve used MM effectively and had them start the fight when I do is as soon as you get close enough to the target that your flesh golem can flatten them out with it’s charge attack hit it, followed by the shadow field haunt and wait for the target to get up/ attack you to trigger the bone fiends rigor mortis immob attack when its auto is about to hit. the bone fiends rigor mortis functions exactly like a jungle spider immob venom if you guys are familiar with rangers and will function as such.
After that it’s basically whenever you guys need the skills proc them, I use the shadow fiend for stomps and to blind strong attacks whitch probably have a place somewhere in the mystical land of PvE (lol i only do silverwastes for PvE), the bone fiend to lock someone down before you use tainted shackles to double immob the target, and the golem to save your rear when you get hard CC’d and cant move or your stunbreak is on CD.
I really wish there was a MM guide explaining the ins-and outs of this playstyle and an in-depth coverage of each minion utility. Not just for me in WvW, but for all three areas of the game as well.