(edited by idontnoso.9850)
Can we Get a Pet Revive Skill?
If not on a healing skill, could be put on Search and Rescue to give that skill a bit more value.
If not on a healing skill, could be put on Search and Rescue to give that skill a bit more value.
Problem with that is that some rangers will have to waste that skill just to revive the pet and then get stuck with a long CD and a wasted overall ability of not having the pet go to revive someone. So if someone actually goes down after the pet revives, you won’t be able to activate it again to have them go to their target.
Having it as a heal would kinda make more sense since the CD is shorter. Unless SaR gets a CD reduction. So, if pet revive is connected to a heal, the ranger will have to notice their pet is down, try to revive it manually through heals, and then use SaR to save their comrade. Or, if you’re running solo, you can just revive your pet when you’re in a tight situation, and not run SaR which will be useless when you’re alone either way.
If not on a healing skill, could be put on Search and Rescue to give that skill a bit more value.
I think it would go well on Protect Me. Both because the skill desperately requires a living pet and it fits thematically where the pets rushes to the Ranger’s aid.
Also, 60 second cooldown seems more fitting that putting it on a heal with a 20s cooldown.
(edited by Holland.9351)
If not on a healing skill, could be put on Search and Rescue to give that skill a bit more value.
I think it would go well on Protect Me. Both because the skill desperately requires a living pet and it fits thematically where the pets rushes to the Ranger’s aid.
Also, 60 second cooldown seems more fitting that putting it on a heal with a 20s cooldown.
I agree with your cd idea. That’s why I didn’t make the heals instant revives. The only way I can think of it being balanced is by having heals have a reduced healing effect on the downed pet or to just have the heal reduce the overall time it will stay dead.
(edited by idontnoso.9850)
Maybe a heal skill that works like, “The lower the health of your pet, the more it is healed for” or would that be no feasible?
Maybe a heal skill that works like, “The lower the health of your pet, the more it is healed for” or would that be no feasible?
I don’t believe so, the issue is having a dead pet especially in a PvE situation where enemies kill the pet in an instant, or just having the pet soak up all the conditions in the game. Yes, reviving will NOT COMPLETELY solve that issue but it will allow rangers to have more control over their downed pet instead of just waiting forever to have them come back only to just die again.
The main issue is that we rely on having our pets alive for A LOT of our utility skills, and when they are dead, those skills become useless. So a dead pet makes the ranger a lot less viable on a team or solo. Where as other classes don’t have that issue. We can’t stop a mesmer from making clones, we can’t stop an engi from using their toolbelt, we can’t stop warriors from using adrenaline, we can’t stop a necro from enter DS, we can’t stop ele from changing elements, we can’t stop a thief from stealing, but everyone can stop a ranger from using their pet.
Just tossing this out there as an idea,
could change Signet of Renewals Active to include “Auto Revives your pet”
Could be a mechanic along the lines of:
-Signet is active:
-Pulls conditions from nearby allies
-a buff is added to your pet, when the buff ends, if the pet is dead it is revived.
The buff duration could be something along the lines of 5 seconds?
2015-2016
Fort Aspenwood
Eff four, learn it.
f3, f4, f5 doesnt always work, many a time have i had my pet on perma passive for a fight littered with red rings and yet still my pet finds its perfectly ok to run 30ft away from me and park its kitten right in the middle of a red ring armageddon. I go to switch pets, keeping the other on passive as well, yet still the other goes and does the same kittening kitten, killing its self and im left with out my profession mechanic for a whole minute purely at the fault of the garbage AI.
f3, f4, f5 doesnt always work, many a time have i had my pet on perma passive for a fight littered with red rings and yet still my pet finds its perfectly ok to run 30ft away from me and park its kitten right in the middle of a red ring armageddon. I go to switch pets, keeping the other on passive as well, yet still the other goes and does the same kittening kitten, killing its self and im left with out my profession mechanic for a whole minute purely at the fault of the garbage AI.
So having a pet revive skill is going to make it not run off into a red ring how?
3rd time is the charm?
Just tossing this out there as an idea,
could change Signet of Renewals Active to include “Auto Revives your pet”Could be a mechanic along the lines of:
-Signet is active:
-Pulls conditions from nearby allies
-a buff is added to your pet, when the buff ends, if the pet is dead it is revived.
The buff duration could be something along the lines of 5 seconds?
Just make SoR’s active also recharge pet swap, much less coding and keeps it active play. You can keep the same pet out by swapping, then using SoR, then swapping again or if the swap is on CD, you can use SoR and then swap. Because, the pet always dies when you remove a bunch of burning stacks. It would also be great to have it when using it for the stun break. The swap traits have CDs now so can’t be abused. Poison Master would get a decent in-direct buff with this change too because it has no ICD, but cannot really be abused. SoR and Poison Master work well together because of Poison masters trait position.
(edited by Heimskarl Ashfiend.9582)
Put it on WhaO. It already Heals you and your Pet. If a traited pet revive on a 16s Cooldown is too OP (lol OP and Pet in the same sentence) they can always add a line like:
- Heal yourself and your Pet. If your Pet it dead, it is revived with 50% Health and this Skill has a Recharge of 30s
Put it on WhaO. It already Heals you and your Pet. If a traited pet revive on a 16s Cooldown is too OP (lol OP and Pet in the same sentence) they can always add a line like:
- Heal yourself and your Pet. If your Pet it dead, it is revived with 50% Health and this Skill has a Recharge of 30s
My personal opinion is that it would be better off not on a healing skill, but that is just me.
I believe this is exactly why the pet swap exists. At some point you gotta draw the line and penalize the ranger for losing 50,000 hp worth of pet.
Put it on WhaO. It already Heals you and your Pet. If a traited pet revive on a 16s Cooldown is too OP (lol OP and Pet in the same sentence) they can always add a line like:
- Heal yourself and your Pet. If your Pet it dead, it is revived with 50% Health and this Skill has a Recharge of 30s
My personal opinion is that it would be better off not on a healing skill, but that is just me.
It has to be on a skill with less than fourty-five Seconds cooldown (actual CD for swapping a dead pet), otherwise noone would take the skill to revive his Pet.
The real problem is dead pets having a 60 second cooldown on swap. Which often causes the second pet to die as well, since it has to survive for 60 seconds, which the first pet couldn’t even do for 20 seconds.
I believe this is exactly why the pet swap exists. At some point you gotta draw the line and penalize the ranger for losing 50,000 hp worth of pet.
No, there should not be a penalty at all. There are some instances where it is totally unavoidable. Imagine if other classes were penalised like that? Nobody else is, nor should Ranger be. A dead pet is already the loss of 4 skills and a decent % of our damage.
Put it on WhaO. It already Heals you and your Pet. If a traited pet revive on a 16s Cooldown is too OP (lol OP and Pet in the same sentence) they can always add a line like:
- Heal yourself and your Pet. If your Pet it dead, it is revived with 50% Health and this Skill has a Recharge of 30s
My personal opinion is that it would be better off not on a healing skill, but that is just me.
It has to be on a skill with less than fourty-five Seconds cooldown (actual CD for swapping a dead pet), otherwise noone would take the skill to revive his Pet.
I don’t see why, its not like you want people to be able to spam it, I think it needs to be on a longer CD so there is opportunity cost involved. Also why I think its perfect for SoR’s active. If the CD is too short, it would be abused for F2s for sure.
The real problem is dead pets having a 60 second cooldown on swap. Which often causes the second pet to die as well, since it has to survive for 60 seconds, which the first pet couldn’t even do for 20 seconds.
Yeah, the pet being dead is enough of a penalty, just make it 20s no matter what.
We wouldn’t need a pet revival skill at all if the penalty of pet death wasn’t a ridicoulous 300 % CD increase.
No, there should not be a penalty at all. There are some instances where it is totally unavoidable. Imagine if other classes were penalised like that? Nobody else is, nor should Ranger be. A dead pet is already the loss of 4 skills and a decent % of our damage.
if you balance pets around content where pets are getting massacred like dungeons and fractals, you make pets really strong in regular (baseline) content: open world champions, veterans, etc.
Rangers already have an easier time with those enemies than many other classes simply because of the hits their pet can take from that. that’s why brown bear rangers are a thing: it’s a path of least resistance.
people should also need to care if their pet dies. being able to swap to the next pet a few seconds later no matter what means you don’t get invested even a little in keeping your pet alive. It also tilts the game away from tankier pets and towards damaging pets.
pets just arn’t built to take the damage thrown out by attacks you are intended to be forced to dodge in higher difficulty content. Sometimes they are immune to these sort of dangerous attacks, sometimes they are not. It is applied inconsistently throughout the game. Pets deserve a unified solution to this problem that doesn’t force people to take a certain skill.
like a ‘wary’ buff in dungeons/fractals/etc. that just makes them highly resistant to environmental damage in big boss AOEs, or dodging when the player does, or somethin.
A good Ranger will have plenty “investment” in keeping their pet alive, as its a chunk of utility / DPS lost if you let it go down. That would be the case even if it was only 20 seconds (or more reasonably, 10-15 seconds, as its not like your second pet is going to instantly die most of the time), it doesn’t need to be a completely ridiculous 60 second penalty.
If we do need a pet revival beyond cutting the cooldown to a flat 20 seconds, I wouldn’t want this theorhetical pet revival to be tied to a heal or utility. If anything, I’d rather the devs simply re-enable the ability to revive your pets as you revive players (but only for the Ranger themselves, to keep a bunch of dead pets from cluttering the screen and keeping others from reviving players). That way you always have access to it, and you don’t need to worry about cooldowns because you can always revive your pet, but there’s opportunity cost for doing so as well.
pets arn’t just damage and utility though, they are HP too. mucking with that is dangerous when you are looking at any fight except those against bosses with super strong AOE attacks. Granted, that’s a good chunk of the game.
there’s no 60 second penalty, only a 60 cooldown, it’s way different. if you lose a pet a swap to bring out another pet and lose that one within 10 seconds your pets are getting turbo dunked. in that case the real problem is that the fight turbo dunks pets, and pets need solutions against getting turbo dunked.
IE you might as well not have a pet for the first part of fighting tequatl, unless you are on a defense team. Would rather have a fix for that instead of a faster CD
…you might as well not have a pet for the first part of fighting tequatl, unless you are on a defense team. Would rather have a fix for that instead of a faster CD
Well, if they give pets a 50% damage reduction while untargeted as well as evade frames when the Ranger dodges and Fortifying Bond as baseline, then having a penalty for the pet dying would be fine.
If they feel like taking the easy path when programming, just remove the death penalty. I would prefer the former, but I have to be a realist too :|
No, there should not be a penalty at all. There are some instances where it is totally unavoidable. Imagine if other classes were penalised like that? Nobody else is, nor should Ranger be. A dead pet is already the loss of 4 skills and a decent % of our damage.
if you balance pets around content where pets are getting massacred like dungeons and fractals, you make pets really strong in regular (baseline) content: open world champions, veterans, etc.
Rangers already have an easier time with those enemies than many other classes simply because of the hits their pet can take from that. that’s why brown bear rangers are a thing: it’s a path of least resistance.
people should also need to care if their pet dies. being able to swap to the next pet a few seconds later no matter what means you don’t get invested even a little in keeping your pet alive. It also tilts the game away from tankier pets and towards damaging pets.
pets just arn’t built to take the damage thrown out by attacks you are intended to be forced to dodge in higher difficulty content. Sometimes they are immune to these sort of dangerous attacks, sometimes they are not. It is applied inconsistently throughout the game. Pets deserve a unified solution to this problem that doesn’t force people to take a certain skill.
like a ‘wary’ buff in dungeons/fractals/etc. that just makes them highly resistant to environmental damage in big boss AOEs, or dodging when the player does, or somethin.
The ‘wary’ buff is an inelegant, but extremely effective proposal.
All pets for all classes should get something like this in Dungeons/Raids/Fractals tailored to the pet/illusion/turret.