A touch-up on the "pet mechanic"

A touch-up on the "pet mechanic"

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Disclaimer: This is a heavily edited version of my first proposal, which can be found here.

ArenaNet has said that they don’t want to tinker with the base mechanics of the game anymore. I can understand that, yet I feel that there is one mechanic that needs to be looked at one last time: The Ranger Pet.

I think the pets needs to be better controllable by the player to be a worthwhile addition to the player and not just another method of dealing damage.

Here is what I’d do to the pet to increase its effectiveness:

Keybindings
F1 – Repositioning Command
F2 – First Skill
F3 – Second Skill
F4 – Pet Swap

Combat Modes
– Aggressive
– Defensive
– Passive

UI changes
– Display all pet skills with their respective cooldowns
– Add an independent indicator for when your pet enters combat

Detailed description:


Mechanic:

When pressing F1, a ground target will appear with an outer and an inner circle.
This ground target allows you to send your pet to a location, an ally, an enemy or a neutral object within its primary leash range.

The inner circle defines the position or the entity your pet will be sent to, while the outer circle defines the range at which the pet will automatically attack enemies, if the appropriate combat mode is chosen.

– Leash Ranges:

You can send your pet to locations, enemies or allies, but only if they are close enough to you. To which point you can send your pet or how long it will stay at that point is described by the primary and secondary leash range.

The primary leash range describes the range to which you can send your pet to locations, enemis or allies. This would take the place of the current leash range in the game, which is 2000 units to my knowledge.

The secondary leash range describes the range to which the pet will stay at its location or follow an ally (or attack an enemy in PvE). It should be a multiple of the primary leash range, with its actual size being different between game modes. My proposal would be 5 times the range of the primary leash range, 10000 units, for PvE and maybe WvW, while being smaller in PvP.

– Inciting your pet to attack an enemy or to protect an ally:

There are multiple ways for you to incite your pet to attack an enemy/neutral object, or to protect an ally:

  • Moving the inner circle of your ground target over an enemy/ally
    Moving the inner circle over an enemy and clicking or pressing F1 again will cause your pet to attack that enemy. If multiple enemies are within the inner circle, the pet will attack the enemy closest to the center of the circle. Similarly, commanding the pet to protect an ally is done by moving the inner circle over that ally. If both enemies and allies are within the inner circle, the pet will always be commanded to attack and not to protect.
  • Having an enemy/ally targetted and pressing F1
    This will show the ground target circle, which allows you to task your pet with something different, like attacking a different enemy, protecting a different ally or moving it to a location, without you having to un-target your current target
  • Pressing and holding F1 while you have something targetted
    This will not show the ground target circle, but just command your pet to attack/protect your target until your pet dies, the target dies, until you command your pet to do something else or if the target leaves your primary leash range (<- could also be secondary leash range for PvE).
  • While downed
    Pressing F1 while you have an enemy/ally targetted will cause your pet to attack or protect the target.

– Sending your pet to locations:

There are multiple ways for you to command you pet to move to a designated location:

  • Moving the inner circle of your ground target to the location
    This will command your pet to move to the chosen location, as long as it is within the primary leash range and accessible for the pet. It will stay at that location until it dies, you issue a different command or you leave the secondary leash range.
  • Having an enemy/ally targetted and pressing F1
    This will show the ground target circle, which allows you to send your pet to a location mid battle.
  • While downed
    The pet cannot be sent to locations while downed

– Commanding your pet to return to you:

  • Moving the inner circle of your ground target over yourself
    This will command your pet to return to you. Enemies or allies that are also in the circle will be ignored.
  • Moving the cursor over the UI
    You can move your cursor over your UI and quickly press F1 two times in succession to command your pet to return to you
  • Pressing and holding F1 for more than 3 seconds
    This is meant as an alternative for players that are using the action camera.
  • While downed
    When downed, you wont be able to ground target. Pressing F1 while nothing is targetted, or keeping F1 pressed while you have something targetted will cause the pet to return to you.
  • Additionally, ANet could add an unused keybinding option for you to command your pet to return to you instantly.

Continued below…

(edited by Wuselknusel.4082)

A touch-up on the "pet mechanic"

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Posted by: Wuselknusel.4082

Wuselknusel.4082


The two most impactful skills of each pet will be bound to keys F2 and F3, while the third skill will still be displayed on the UI to keep track of its cooldown.

The pet will use it’s third skill as soon as possible, as long as its enemy is not invulnerable.


The functionality of this key can largely stay the same, however I’d suggest that the cooldown of the ability to swap pets should be changed to be based on whether or not you pet is in combat, and not the Ranger.


– Aggressive

  • While following the Ranger or guarding an ally
    The pet will attack enemies that attack or are attacked by the player they are following. They will focus on the target attacked by the player.
  • While standing at a location
    The pet will attack enemies that attack the pet or that are within the pet’s effective range. As a reminder, the effective range is defined by the outer circle when using the ground target to command your pet.

– Defensive

  • While following the Ranger or guarding an ally
    The pet will only attack enemies that are attack by the player it follows
  • While standing at a location
    The pet will only attack enemies that attack the pet.

– Passive

  • Always
    The pet will not attack unless the ranger commands it to.

With the pet now being more controllabe, it can take more responsibilities.
As such, the pet will now be the Celestial Avatar, giving you more freedom.

Celestial Avatar

  • Passive - Natural Convergence: The pet will passively pulse out a field that cripples enemies with its first hit, applies Slow with its second hit and immobilizes the enemy with its third hit. After that, the field will only cripple that enemy for a while (internal cooldown). No damage in favor of lower internal cooldown.
  • Auto Attack - Cosmic Ray: Used on allies in range
  • Uncontrollabe ability - Lunar Impact: Used on the lowest ally in range or the ally it was ordered to follow
  • F2 and F3 - Seed of Life and Rejuvenating Tides

Additional Mechanics

  • Activating Celestial Avatar makes the pet invulnerable to direct- and condition damage for the duration of Celestial Avatar, however not to status effects, such as cripples, slows, knockback, roots or the like
  • If the pet is in a certain range of the Ranger (for example 1000 units), the Ranger will be linked to the pet, benefitting him and all allies that stand on that link from all passive and active effects, as well as debuffing enemies that stand on that link

These changes would offer multiple benefits to the player. Moving the Celestrial Avatar to the pet allows the Ranger to continue his rotation, while the smaller damage source becomes the healbot. The invulnerability would not only finally give you a reliable way to get your pet through a zerg in WvW alive, but also allow you to heal in high-risk areas, such as next to your aggro-tank in raids. The link between the Ranger and the pet does ensure that the Ranger doesn’t miss out on buffs, while the line between the Ranger and the pet gives benefits to those who position themselves properly to affect allies and enemies alike. As balance to this potentially really potent mechanic, the range at which the pet pulses out the buffs and heals it provides can be rather small, forcing the Ranger to keep a close eye on the positioning of his pet.

I’ve tried my dearest to not make any aspect of the pet more clunky than it is today. I know ofcourse that the removal of F3 as return button comes at a cost, but I think that the gains are greatly outweighting the costs. If I’ve overlooked some glaring issues, I’d encourage you to let me know!

Continued below…

(edited by Wuselknusel.4082)

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Questions you might have and Answers I would give

“Your suggestion requires a lot of work. Why would we want to that?”

Instead of repeating myself by saying that it would give the player so much more control over the pet, I will give some specific examples in the hope of you coming up with some of your own as well.

  • Positioning your wolf ontop of a shadow refuge to pressure the enemies inside it.
  • Leaving your pet at an entrance of a camp in WvW to alert you of incoming enemies.
  • Your Necro teammate needs more pressure to condibomb an enemy? Command a pet with CC to aggressively protect the Necro.
  • Want to participate in a “protect …” event, but also farm the nodes nearby? Let your pet guard the ally to alert you to and fend off enemies.
  • If caught in an AoE, you can command your pet to take the fastest way out of the danger zone.
  • When chasing a fleeing enemy, you can send your pet to the position you expect that enemy to be, rather than letting it just mindlessly chase that enemy.

“Why replace F3? That is lost functionality right there!”

That is correct, but the positive outshines the negative. Most pets have very powerful secondary skills, which you can’t easily predict when they are used currently, let alone control when or where they used. If the player could control those, the pet would get way more effective.

  • Canines have a ranged knockdown
  • Drakes have AoE knockback
  • Birds have swiftness
  • Dragons have AoE knockback
  • Smokescale has blind field

This is just what I can think of off the top of my head. In most fights you are not reliant on being able to recall your pet faster than what my suggestion would allow, however having control over these skills could shift the way the Ranger is played in a huge way.

But I’ve also added the suggestion to give the option to rebind the F3 key, or any other key, to letting the pet instantly return to you, for those who really don’t want it.

“The pets are useless, even with your proposed changes. They need buffs!”

I’m not saying that I disagree, and there are some clear candidates, like procines, that need a revamp. But most of the time it’s not that the skills of the pets are bad, but that those skills have long windup times and huge tells, which make the pet miss their skills more often than not. My suggestion would give the player the ability to control where and when those abilities are used. Making those skills then actually hit could be a part of the gameplay. The Ranger has to make sure to keep the enemy in place while the pet activates its ability.

(edited by Wuselknusel.4082)

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Posted by: Fluffball.8307

Fluffball.8307

No your stuff would work, but why mess with something so simple as a heel command? Default assign it to page-up for all I care, I just want to be able to bind these things.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Well, that would certainly be no unreasonable thing to ask for, I agree.
I’ve added that to my first post.

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Posted by: Dadnir.5038

Dadnir.5038

What you suggest would indeed be better than what we got actually… Anything would be better… However, I have a feeling that it’s a bit to complicated for the playerbase and it would still not patch what’s really flawed in this pet mechanism. In fact, the actual system would already be viable if most pets weren’t flawed themself.

Before a mechanism rework, Anet need to balance pet skills so that they don’t have indecent cool down and induction time. At the moment a lot of pet’s skills are useless and sometime they even are a burden (quickening screech I hate you). Pet skills also need to be balanced against each other.

Also, I might put it in last place but it’s one of the most important thing… Pets need work on their Auto attack (not just moa, all pets!)

PS.: As QoL change, being able to chose which skill you put on F2 would be great and being able to prevent our pet from using some of their god da*n utility skill would be fantastic!

No core profession should be balanced around an optional elite specialization.

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Posted by: Fluffball.8307

Fluffball.8307

Before a mechanism rework, Anet need to balance pet skills so that they don’t have indecent cool down and induction time. At the moment a lot of pet’s skills are useless and sometime they even are a burden (quickening screech I hate you). Pet skills also need to be balanced against each other.

If you could keybind pet skills, things like quickening screech would be absolutely fine. However I do agree with most pet skills are so far beyond useless it’s an insult to the entire kitten company that they exist. If they released an expac pet with skills comparable to something like a murellow, it would be embarassing for anet, yet somehow it’s fine to have 90% of core pets be useless.

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Posted by: OGDeadHead.8326

OGDeadHead.8326

ArenaNet has said that they don’t want to tinker with the base mechanics of the game anymore

When did they say that?

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: Irijia.6073

Irijia.6073

I like the suggestions about being able to control what your F2 ability will be (looking at Spiders and their poison cloud ability that you can’t control) but I think altering the F3 Follow command would actually be a large hit to QoL. It sounds like it would be needlessly over complicated to get the functionality back via your suggestions. I also like the pet stances suggestion but, honestly, before more controls are introduced I’d rather they buff pets and make them scale better with new content. Not everyone will care how much fine control they have over their pets but they would definitely notice better DPS/Survivability of our furry and scaly friends. Also, give pigs something more useful than Forage because I never see anyone running with them and I find myself avoiding the entire species.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Before a mechanism rework, Anet need to balance pet skills so that they don’t have indecent cool down and induction time. At the moment a lot of pet’s skills are useless and sometime they even are a burden (quickening screech I hate you). Pet skills also need to be balanced against each other.

While I agree that many pets need a touch-up as well, I’d still say that my suggestion should take priority. Many pets that are currently not used have great abilites, but due to them being uncontrollable, those pets see no use.

To know which pets really need a rework, I’d implement my suggestion first to see which pets are still lacking afterwards.

ArenaNet has said that they don’t want to tinker with the base mechanics of the game anymore

When did they say that?

I don’t know when exactly they said this, but somewhere around the HoT release.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I like the suggestions about being able to control what your F2 ability will be (looking at Spiders and their poison cloud ability that you can’t control) but I think altering the F3 Follow command would actually be a large hit to QoL. It sounds like it would be needlessly over complicated to get the functionality back via your suggestions. I also like the pet stances suggestion but, honestly, before more controls are introduced I’d rather they buff pets and make them scale better with new content. Not everyone will care how much fine control they have over their pets but they would definitely notice better DPS/Survivability of our furry and scaly friends. Also, give pigs something more useful than Forage because I never see anyone running with them and I find myself avoiding the entire species.

I personally don’t think that forgoing the F3 key as return command would be a huge hit, especially the survivability can be increased by being able to send your pet to a current location. With this, it will be way easier for you to make sure your pet isn’t standing in AoE’s or gets cleaved down.

As for the pet’s DPS and skills, that is another can of worms I don’t want to open in this thread.

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Posted by: Swagger.1459

Swagger.1459

With all due respect, I’m not going to micromanage crappy pets that struggle to keep up and hit moving targets, have super long f2 animations with attacks that also miss moving targets, die constantly and screw over so much of our personal damage and builds… when I’m getting blasted in the pixels by effortless 10k+ hits in wvw and spvp…

If pets were simply made to move and attack faster, kept pressure on moving targets and hit reliably, were more resilient… then I think most players would be happy.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

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Posted by: Wuselknusel.4082

Wuselknusel.4082

I can understand that the pet should do more damage and I do feel the same, but I think that the pet should be more than just another source of damage. It should be a fully fledged utility tool.

For example, every time I try to break a breakbar by myself, I struggle as a Ranger, since most of the hard-hitting CC is on pets. My suggestion would make that CC easily accessible to you.

Another example is the positioning in a fight. I can use my wolf’s fear against enemies, but I can only control when my pet is going to use it, not where. Against stealthed enemies pets are currently completely useless, because even if you know where the enemy might be, getting your pet to use its F2 at that position is more than just a hassle.

And a simple damage- and survivability buff wouldn’t fix that.

(edited by Wuselknusel.4082)

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Posted by: Swagger.1459

Swagger.1459

I can understand that the pet should do more damage and I do feel the same, but I think that the pet should be more than just another source of damage. It should be a fully fledged utility tool.

For example, every time I try to break a breakbar by myself, I struggle as a Ranger, since most of the hard-hitting CC is on pets. My suggestion would make that CC easily accessible to you.

Another example is the positioning in a fight. I can use my wolf’s fear against enemies, but I can only control when my pet is going to use it, not where. Against stealthed enemies pets are currently completely useless, because even if you know where the enemy might be, getting your pet to use its F2 at that position is more than just a hassle.

Pets are awful, the fundamental things need to be fixed first before we go asking for more ways to micromanage our pets.

I’m all for pet improvements btw, but when our pets hardly hit anything that moves, die all the time and screw over our builds and damage output… that needs to be addressed over anything else.

Adding all the bells and whistles to a car with a crappy engine still makes it a crappy car… First things first.

Edit- made some edits. Also, if anet goes the “micromanage pets” route, then we better get the option to make pets optional because I’m not running around in pvp modes fiddling with pets.

New Main- 80 Thief – P/P- Vault Spam Pro

221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.

(edited by Swagger.1459)

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Posted by: UmbraNoctis.1907

UmbraNoctis.1907

Ranger should be about working together with the pet, not letting the pet do its own thing and hoping it does something useful. They shouldn’t be some kind of passive dmg with barely any counterplay. I mean, how are you supposed to deal with high dmg pets like birds or cats if you couldn’t kite their autoattacks that can hurt quite a bit? Of course many pets need improvements, but ranger shouldn’t become something like turrent engi v2.

Its very unlikely though that anety will improve control and mircomanagement for pets, because it seems that they want to make the game easier, not more complicated. Pets that work on “autopilot” are more likely to happen.

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Posted by: Archon.6480

Archon.6480

I like your suggestion and agree with fluffy, that return is critical and it would be bad to loose that. I would love to be able to keybind it and have what you suggested.

I tried to get around using Smokescale and Bristleback after the last nerf, but determined it is not possible. The only way they could nerf these pets to be as useless as the others would be to remove their ability to hit. I use them because I can rely on them when needed.

All things being equal, the pet MUST hit a target to win an even matchup. Our damage is low compared to other classes. If our class mechanic misses all the time we should—and do—lose. That’s the only reason these two pets are so popular. They work when needed.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

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Posted by: Eleazar.9478

Eleazar.9478

I like the suggestion probably neevr happen as I’d imagine that would be pretty hard o change. But dont get wrong i would love this kind of rework OP

[Snky] FC don’t worry I’m just a scrub until I’m OP

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Posted by: Archon.6480

Archon.6480

With all due respect, I’m not going to micromanage crappy pets that struggle to keep up and hit moving targets, have super long f2 animations with attacks that also miss moving targets, die constantly and screw over so much of our personal damage and builds… when I’m getting blasted in the pixels by effortless 10k+ hits in wvw and spvp…

If pets were simply made to move and attack faster, kept pressure on moving targets and hit reliably, were more resilient… then I think most players would be happy.

Yep, that would work for me.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

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Posted by: InsaneQR.7412

InsaneQR.7412

Bump this. I want most of this since launch.

Pale Raiders united.
9 Sylvari, 9 unique Builds.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Its very unlikely though that anety will improve control and mircomanagement for pets, because it seems that they want to make the game easier, not more complicated. Pets that work on “autopilot” are more likely to happen.

That is why I made sure that everything you could do with the current implementation works just as well with my suggestion, with the notable exception of having to press F1 for 3 seconds, as the easiest way to get your pet to return to you, instead of pressing F3.

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Posted by: Dadnir.5038

Dadnir.5038

Honestly, we can rework the pet system as much as we want, it will never be satisfying. The real issue is that Anet wanted to put the pet into to many box and it ended with the average balance that we got right now and the poor state that the pet are in.

Pets, from the begining, shouldn’t have been damage source. This is what hurt the most the class balance. Pets should have been an external source of utility with high resilience/survivability and should have had to be traited or had the help of skills for anything else than that.

This would have open the possibility for a real beastmaster spec.
This would have resolved dps complaints because there wouldn’t have been any reason for a dps lower than other profession.
This would have shut the rant of other professions about AI killing them.
This would have disabled the possibility for afk farm bot to exist.
This would have made QoL change regarding pet easier to pass since they wouldn’t have been a threat in any way.
There wouldn’t be any thread about changing the pet mechanism if the pets were like this.

No core profession should be balanced around an optional elite specialization.

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Posted by: Wuselknusel.4082

Wuselknusel.4082

Edited content above.

(edited by Moderator)