Hi folks!
Just another one of those long posts with ideas that have probably been mentioned before, but I still wanted to get it out here, for all to comment and improve on, before I post this in the Suggestions part of the forums. These ideas are from my point of view, which is mainly PvE, some zerging in WvW and a total of one played PvP match since release, so all I mention about WvW and PvP is just what I’ve heard from others. Any numbers (health percentaged, recharge times) I give are just what I think would be fair, but are of course subject to balancing.
I’ve limited myself to the system itself, so no specific skill changes etc. Also, I’ve tried to keep Anet’s vision in mind, meaning two things:
- The pet will remain the Ranger’s unique ability, and Rangers will have to play with the pet to fulfill their highest potentials. This also means the pet AI can’t do too much on its own: it still has to be the player that makes the pet effective, not the other way around.
- The system will have to fit inside the boundaries already in place, meaning no more than four buttons may be used to control the pet (F1-F4).
The Issues
Looking at my own experiences and those of others (posted here on the forums) the problems I/we have with the pet system right now can be summarized as follows (don’t hesitate to reply if I forgot something crucial):
1) Control over the pet is lacking:
- Unresponsiveness to commands makes many commands activate too late resulting in either a loss of damage/utility or the pet’s death. A chill or immobilize has to be timed correctly, for example just when your foe enters your flame trap, or it is useless.
- The ‘return to me’ command (F3) I’ve found useful in only two cases: to get my ranged pet close to me so I can keep an eye on him and calling the pet back when it’s attacking something while I’m running away. Calling it back to prevent it from dying while waiting for a heal or swap to recharge either doesn’t work fast enough or doesn’t seem worth the loss of the damage the pet would deal before dying/healing/swapping. It is also completely useless while fighting in melee.
- Not knowing what buffs and conditions the pet has impacts the decisions we have to make. It is entirely possible to waste a heal on a pet that will still die from those stacks of poison and bleeding. It’s also possible to wate a pet swap because you think the pet is starting to get serious damage while it is actually just an AoE burn it picked up and isn’t even worth a heal. Wasting an F2 attack on a blind is also just a possibility. Right now there just isn’t enough information at hand to be able to control our pet as we should.
2) Pet swapping is mandatory. I use my two slots for pets that are useful in different situations, mainly one ranged and one melee pet. When fighting a champion a ranged pet is clearly the main choice, but being forced to send out my Snow Leopard because the Devourer is dying or already dead while knowing the Snow Leopard will not survive for even 5 secs doesn’t seem right.
3) Pets are unfit for challenging content. While content is evolving, requiring more active play from the players with each update (a very good thing btw!), pets are left behind. The dungeon in Flame and Frost, Canach with his mines, the Aetherblade Retreat, Queen’s Gauntlet, the Maw in Fractals and pretty much every champion or legendary boss out there: all examples of places where at one moment the pet loses any usefulness due to the fact it dies immediately from stuff the players can (and have to) evade. This makes Rangers a less viable option for this type of content (and by extend all new content I would love to see in the future) than other professions. This already starts to reflect on the Ranger profession as a whole as we see reports from Rangers being refused in PUGs (and even guild parties) every day.
4) Sometimes, pets are just not wanted. There are two cases which I’ve heard plenty of times:
- In a WvW-zerg the pet is just an easy mark for a rally, making Rangers not fit well in the more organized groups. Controlling your pet really won’t help much if 10 enemies target it to help their friends up, as it just can’t do anything against it. The alternative, just keeping it on passive at your side, really isn’t the way we want to or should have to play.
- In jumping puzzles, it just blocks the view, for the Ranger and for everyone else. Also, having to restow it every time I bump my toe on a rock gets annoying fast.