Another Fixing the Pet post

Another Fixing the Pet post

in Ranger

Posted by: Snortinator.3498

Snortinator.3498

Hi Rangers! First time poster here so please be gentle.

While playing my Mesmer as my alternative toon these few months, I’ve come up with the following ideas to maybe fix the Ranger Pet. However it requires some overhauls to the current pet mechanic and probably it will have little to no chance of ever being considered by the devs but I’ll just throw it out here for you guys to have a looksee.

1. Remove pet auto attacks, remove pet health and make pets invulnerable. Pets also follow Rangers around with a short leash range.

Pets, for me, now feel like fire-and-forget missiles right now. They single mindedly chase their target to the ends of the world, either succeeding in not hitting their target or meeting their demise in all the AOEs. We have no control over which skills they use when they should be using it. Unless there’s a significant AI upgrade that teaches the pet to identify hostile AOEs, dodge enemy attacks, hang back to regenerate or heal etc, I personally feel that allowing the current pet mechanics to continue in its current state is a lost cause.

Which is why I proposed the above bold letter words. This is the easy and lazy way out but it circumvents the need to code complex AI behavior and lays the foundation for my other ideas.

My justification for making pets invulnerable is that unlike Mesmer clones, pets aren’t readily summonable and not as expendable as the clones and phantasms. Being invulnerable also prevents Rangers to become greatly disadvantaged when the pets die. I believe others have pointed out that Rangers is the only class that can lose access to all their core class mechanics when an AI toon dies. To balance this, pets do not attack targets nor use any skills. They will permanently follow the players around like a mini pet.

2. Replace F1 with a high damage Single Target or AOE attack.

Like the Mesmer, F1 is an AOE burst attack skill but carried out by the pet. However, each pet species will have its own unique range and area of effect. For example: (NOTE: All numbers and descriptions below are just examples, so don’t scream OP this and OP that please)

a. Bears will do a bull rush attack that damages and knocks back a maximum of 5 targets in front of the player. The effective area could be a 600(l) x 300(w) rectangle.

b. Birds (except Moa) will teleport (maybe do a flying up animation then swooping down at the target) and attack a single target at 1200/1500 range. Hopefully this allows birds to attack targets on walls like they are supposed to.

c. Drakes swipes their tails or something and damages up to 5 enemies in a fan shaped area in front or behind the player.

d. Pigs summon a charging horde of other pigs in a horizontal line (going from left to right) at max 900 range from player.

e. Spiders can immobilize and poison a circular area up to 1200 range, etc.

I believe that this will give Rangers full control over a pet’s damage output and also provide them with much needed AOE powers. The different area of effects would give some uniqueness to the class and allows players to have fun choosing the right pet for the job.

Another Fixing the Pet post

in Ranger

Posted by: Snortinator.3498

Snortinator.3498

3. Keep F2 as it is.

I think F2 is mostly fine. Hopefully with zero pet auto attacks and skill use, the delay in F2’s activation due to the queuing of other skills should be nullified. To be safe I would suggest that all F1-F3 skills will enter a short cooldown once used.

For example, after pressing F1, F2 and F3 will be in cooldown until F1 has fully run its course before you can use F2 or F3. This would make some sense as you only have one pet running around and it can’t do two to three things at the same time.

4. Replace F3 with Pet Synergy

With pet no longer running around, F3 should be replaced with what I call Pet Synergy. This skill’s effects will differ by species and mainly provides boons and allows players to apply conditions or perform special attacks. For example:

a. Bears give stability and player’s next X number of attacks causes weakness/ entangles

b. Canines give swiftness and the player’s next X number of attacks casts fear/knockdown

c. Felines give stealth and player’s next X number of attacks causes bleed/player can pounce/monarch’s leap onto their target.

d. Birds gives might and player’s next X number of attacks causes cripple/always does critical hits

Basically, this allows the Ranger to mimic some aspects of his/her chosen pet and maybe add some versatility to the current builds.

5. F4 Pet swap

Keep it as it is.

Hopefully, if done this way, nobody will be requesting for pets to have a permanent stow option (which I do not agree with as pets should be the core of what rangers are all about) and pets will have a role to play in ALL builds and not just the BM trait line.

Speaking of traits, I have said nothing about them! Obviously, all the traits that are related to pets need to be tweaked or completely changed but I haven’t given much thought about that yet.

Well this is my take on how to fix pets. Hope you guys enjoy the read.

Another Fixing the Pet post

in Ranger

Posted by: DeadlySynz.3471

DeadlySynz.3471

I’ve suggested before to just make the pet completely invulnerable (at least for WvW and dungeons). Even spec’d out in full BM, they still drop like flies. Pulling the pet in and out of battle to save them is no different than the other 7 classes laying off their attacks 40% of the time.

To me there are only 2 real fixes for the pet debacle

1) As you mentioned, make the pet completely invulnerable, but they still need to be adjusted so they always hit moving targets.

2) Have the ranger either take over the pet and having their own set of 5 skills, or directly morph into a pet like they can do with some of their elite skills.