4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Another topic about ranger suggestions!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The cone effects seem so logical but the problem is that our pets are treated as environmental creatures. The moas, raptors and drakes attacks are the easiest to avoid, if they would also follow the player, especially a new one, the frustration of a 3 seconds daze or heavy damage from everyone of these mobs would be high. They have to seperate the AI of pets and environmental creatures like in every other game.
The cone effects seem so logical but the problem is that our pets are treated as environmental creatures. The moas, raptors and drakes attacks are the easiest to avoid, if they would also follow the player, especially a new one, the frustration of a 3 seconds daze or heavy damage from everyone of these mobs would be high.
I am fine with a nerf to damage if it meant it will hit reliably. I rather have 4k damage than 0 damage. However, there are still counterplays such as moving backwards to account for.
They have to seperate the AI of pets and environmental creatures like in every other game.
Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.
Because if it would rotate to the player as pet, it would also do as mob in PvE and that’s what’s definitely not wanted.
Why should AI be separated when it is a animation issue? I am sure that F2 skills is player activated.
Because if it would rotate to the player as pet, it would also do as mob in PvE and that’s what’s definitely not wanted.
I still don’t completely understand what you mean. I don’t understand why this is a real problem.
But, Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.
Done.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Man that’s not that easy. Devs already said that they don’t want to “fix” the pet AI right now because it’s similar to the AI of enviromental creatures. If our pets follow the direction of the players with, for example, the daze breath, the mobs will also do so. Just imagine 2 or 3 daze breathing raptors attack you, you can dodge-roll out but the attack follows you and as soon as the roll ended, you’re going to be dazed and have no chance to really get around the attack. It would be very frustrating, especially for new players. The drakes, etc were also designed to be simple dodgable as I heared. And that’s exactly the problem with the effectivity as pet…
I don’t understand…
Why should PvE mobs be a problem for pets?
Separate them.
Ctrl +C, Ctrl + V and change a bit of code on the player activated skill.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
To make it simpler to understand, having a pet is exactly like having a PvE mob on your side. They act and think the same way as PvE mobs. When they designed the pets they basically took the PvE equivalent of pets and gave you some commands to use their skill and to have them attack or go back.
You did not answer the question: Why should PvE mobs be a problem for pets?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem
The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem
So why should they be the same?
It is simple, it shouldn’t.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
The problem is that PvE mobs and pet AI are one and the same. For example, your suggestion on having cone skills follow players. Imagine if PvE mobs followed you with those cone skills, there wouldn’t be any way to avoid dmg (other than a dodge or a block) thru mobility. Since pet’s AI is shared with PvE mobs’s AI they’d have to split or do an overhaul with with how the AI works which is the problem in the first place that the devs have admitted to having. It’ll take too much time and work so they’re trying to band aid the problem
PvE in this game is faceroll easy, so maybe that’d be a good thing.
@runeblade: I’m not arguing that it should, I’m stating that that’s how it works atm. Imo it’s a flaw in the design of the game and it shouldn’t work that way.
@Soilder: Sure PvE is faceroll easy but with a game that supposedly emphasizes on mobility and action gameplay, having something like that doesn’t really bode well. I’d rather they just reduce the activation time of their skills so we’d have to be quick to try and dodge the skills.