Passive Aggressive Pets Break Dungeons
Yeah, it’s annoying. Besides spamming F3, Rangers can use “Guard!” and place their pet away from those encounter such as CoE P2 Golem room or while charging the traps in AC P2. It’s cd is rather short, duration lasts quite a bit, and can be swapped out after those sections are complete.
CoE P2 set the pet in the back of the room before the boss area, maybe set them a little ways down the ramp and pull the mini golems in the far side of the bomb room. AC P2 is easier to place the pet.
Alternatively, the best thing to do is let the rest of the party do those parts since Pets are more of a liability, and take a break.
Will update once Path of Fire releases.
It would be awesome if we could get this option additionaly “only attack my target”. Would be awesome vs mesmers for example, not attacking clones, and not having to press “attack” everytime after the mesmer gets out of stealth.
It would be awesome if we could get this option additionaly “only attack my target”. Would be awesome vs mesmers for example, not attacking clones, and not having to press “attack” everytime after the mesmer gets out of stealth.
Wouldn’t want to open that can of worms the mesmer’s whining allow would probably get the pet’s health reduced in all mode, additional damage loss across all pets, and a reduction of the pet’s stats/increases gain from the beastmastery tree.
Pets should home through stealth just like rapid fire
It would be awesome if we could get this option additionaly “only attack my target”. Would be awesome vs mesmers for example, not attacking clones, and not having to press “attack” everytime after the mesmer gets out of stealth.
I get that mesmers would moan about that but is it not technically pisible. I mean do cloans and phantasoms have a spell. Couldn’t an animal tell the real onethat way?
Wouldn’t want to open that can of worms the mesmer’s whining allow would probably get the pet’s health reduced in all mode, additional damage loss across all pets, and a reduction of the pet’s stats/increases gain from the beastmastery tree.
This is one of the reasons they should make ranger as in GW1, pet optional! But they are to proud do that. The reason I stopped playing after 3 weeks since launch. Guess it is time to move on.
It would be awesome if we could get this option additionaly “only attack my target”. Would be awesome vs mesmers for example, not attacking clones, and not having to press “attack” everytime after the mesmer gets out of stealth.
If you press “attack” on the mesmer once and he goes invisible, the pet will start attacking whatever you hit next. When the mesmer reappears, the pet will automatically attack the mesmer unless you specifically gave the pet any command while the mesmer was invisible.
Yeah, it’s annoying. Besides spamming F3, Rangers can use “Guard!” and place their pet away from those encounter…
I wanted to make a Catsassination Mark 2 build with trapper runes, guard and Jaguar the other week where your Jaguar would be the trap instead. But I found out that even when set on passive, a pet “Guarding” an area will still run to your target if you start attacking. Is this something others found as well, or was it just me?
Elona Bonechill – Necro / Fionna Gymirdottier – Guard /// RoF
Honestly, if they’d just fix Passive/Aggressive and allow me to set a hotkey for swapping between Passive/Aggressive, I’d be very happy. This very simple thing would allow me to have much better control over my pet.
I’d love to be able to tell my pet to attack and put him on aggressive.
Then be able to tell my pet to follow me and put him on passive.
Even if these are two separate buttons … it’d be fine.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
They just need to implement a third option. That way, we’d get a fully aggressive option where our pet actively seeks out enemies, a passive option where our pet only attacks the enemies we tell them to, and a Guard option, where it attacks what we attack.
It would be awesome if we could get this option additionaly “only attack my target”. Would be awesome vs mesmers for example, not attacking clones, and not having to press “attack” everytime after the mesmer gets out of stealth.
If you press “attack” on the mesmer once and he goes invisible, the pet will start attacking whatever you hit next. When the mesmer reappears, the pet will automatically attack the mesmer unless you specifically gave the pet any command while the mesmer was invisible.
This. Lock that pet of yours to a target of your choice with F1.
While observing other classes (and their players, who cannot understand, why rangers are mad about “dumb pets”), which are capable of using AI, i noticed two things the ranger doesn’t have compared to them:
1: The option to not use AI.
2: A detonate button.
So to fix the ranger-pet problem, only two tiny changes are required – A perma-stow option (alternatively, the pet only leaves “stowed” if it’s set to “Guard”) and a “Explode for me!” command.
The latter would the most important change and should be on top-priority on any upcoming ranger changes.
“Only the finest of potatoes in my zerkburgers.”
It breaks PvP more than PvE. Saving important skills on their auto-chain like canine knockdowns to allow for timing/chaining CC effects or keeping it close in a high-risk situation to perform a point-blank skill defensively/offensively on someone with a teleport is a massively important aspect of playing the ranger correctly in PvP environments.
It works well for aggessive since the pet will now engage as soon as a skill is directed with a target, even if the effect misses or is out of range (so this applies to melee weapons as well), however the lack of passive control is super important and makes the class near impossible to play in a skillful manner.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
2: A detonate button.
“What? Noooo that’s totally not an asuran experimental explosive harness. It’s, errr, a, you know, sort of an engineer’s medkit that will heal the people around you. Promised. The remote control? Well that’s just, like, you know, so i can check your own health while you’re far away. Ok, so, now, see the people over there with the red names? Red names mean they’re bleeding, so quick, hurry up to them so they get healed and when you get back i’ll give you a biscuit. There’s a good dog!”
Save the Bell Choir activity!
The bug/change needs to be at least acknowledged.
The bug/change needs to be at least acknowledged.
It has been acknowledged.
WHEN it will get fixed compared to other things is up in there air.
The bug/change needs to be at least acknowledged.
It has been acknowledged.
WHEN it will get fixed compared to other things is up in there air.
Where?
I wonder what code they touched that messed this up?
I wonder what code they touched that messed this up?
Probably the one that that fixed the repeated falling damage on steep inclines.
The bug/change needs to be at least acknowledged.
It has been acknowledged.
WHEN it will get fixed compared to other things is up in there air.
Where?
I wonder what code they touched that messed this up?
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-Pets-Bugged-merged/4906184/
For the record they fixed that longbow bug that allow for fury on crit around/less time than this one is/has taken so far.
Advantageous bug (on ranger) apparently must be rooted out quickly, but negatively affecting bug will be fixed some day (maybe).
For the record they fixed that longbow bug that allow for fury on crit around/less time than this one is/has taken so far.
Advantageous bug (on ranger) apparently must be rooted out quickly, but negatively affecting bug will be fixed some day (maybe).
The necromancer GM trait that was bugged got fixed within 24 hours or so I believe from the patch. So yeah … as much as I want to give slack for all the work they have to do, I really do have to wonder how they dictate their priorities.
There is a Guardian GM trait that hasn’t worked (reportedly) for a couple months that is still not fixed and is completely not working. Maybe they really do have favorite classes heh.
All we can do is sit back and wait on this though.
But I found out that even when set on passive, a pet “Guarding” an area will still run to your target if you start attacking. Is this something others found as well, or was it just me?
From what I recall, the pet does attack a target you are attacking, but it has to be within a certain range from the pet and/or you. I’m not sure on the range but here is a screenshot of how close I and how far the target was from my pet so he would remain guarding his spot.
Will update once Path of Fire releases.
(edited by Wondrouswall.7169)
Honestly, if they’d just fix Passive/Aggressive and allow me to set a hotkey for swapping between Passive/Aggressive, I’d be very happy. This very simple thing would allow me to have much better control over my pet.
I’d love to be able to tell my pet to attack and put him on aggressive.
Then be able to tell my pet to follow me and put him on passive.Even if these are two separate buttons … it’d be fine.
I found some screenshots from stress test and there is an option in keybinds settings for toggle Passive/Aggressive… I can’t check it now, but someone said it was added with last patch and it is in game now. Probably this is a reason of the pets bug.
>>———> Norn Ranger @ Blacktide <———<<
(edited by dormidor.7045)
As I mention in as stress test issue thread they manage to create a new problem, in the wyvern event if you do not manually reset the pet by glided around after its flying phase, you will get the ‘pet is too far from the target’ and it will not attack until you use that workaround.
The bug/change needs to be at least acknowledged.
It has been acknowledged.
WHEN it will get fixed compared to other things is up in there air.
Where?
I wonder what code they touched that messed this up?
Who knows? Somehow, this recent update broke the Hall of Monuments, and I don’t recall any of their updates (that they announced) even touching that content. I’m not a programmer myself, but I do realize that a minor change in one area can have far-reaching and unexpected consequences in any complex system of interrelated parts designed by multiple teams working in parallel.
old news read the bugs forum—-they are aware and fixing it
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-Pets-Bugged-merged/first
You know… If we had perma-stow… this wouldn’t be that big of an issue.
Alright, so as many people may know, after the recent patches your pet will now attack anything you attack even while it’s on “Avoid Combat” mode. Whenever trying to pull mobs this is really annoying because your pet will run up to them and keep them wherever they’re at, and in plenty of situations like CoE P2 whenever you’re trying to pull the mini-bomb golems to the husk boss your pet will go attack the little golems that you’re trying to keep alive. Fix your game ANET! Avoid Combat should make your pet avoid combat, not attack everything
Several threads, the one in the bug section is getting no attention from anet and it’s a game breaking bug.
old news read the bugs forum—-they are aware and fixing it
https://forum-en.gw2archive.eu/forum/support/bugs/Ranger-Pets-Bugged-merged/first
Fixing it? When? How?
We have seen several large and small updates but our pets have been broken since the newest version of the game but they will STILL not fix it so how can you say they are “fixing” it when they clearly are not?
Yeah, it’s annoying. Besides spamming F3, Rangers can use “Guard!” and place their pet away from those encounter such as CoE P2 Golem room or while charging the traps in AC P2. It’s cd is rather short, duration lasts quite a bit, and can be swapped out after those sections are complete.
CoE P2 set the pet in the back of the room before the boss area, maybe set them a little ways down the ramp and pull the mini golems in the far side of the bomb room. AC P2 is easier to place the pet.
Alternatively, the best thing to do is let the rest of the party do those parts since Pets are more of a liability, and take a break.
Gee, why don’t you just go ahead and suggest that we not play our Rangers?
Pet mechanics should have been given their own mapped keystroke instead of forcing the player to use valuable clicking to get TO it.
Wrong answer, wrong, wrong, wrong, wrong, wrong.
Anet needs to take responsibility for breaking what was already a severely disabling mechanic (lack of the ability to map ALL commands) that doesn’t work and no other player must deal with.
^ lol
What I suggested is a work around for the moment for those 2 specific areas in which pets aggro due to passive being broken. But sure, get all riled up for interpreting that incorrectly. Rawr!
Will update once Path of Fire releases.
This isn’t as bad as people are making it out to be. Keep a closer eye on your pet and keep telling it to come back. Passive seems to somewhat work. I’ve still been able to do 40+ fractals with my Ranger. Even keep my pet from killing the “don’t kill that 2nd guy!” mob in the Colossus fractal.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
I’ve been F3’ing it a lot and it makes it manageable even if it is a pain. When the game first came out, the devs were pretty good about communicating, I thought. Things have just gone down hill. I don’t think they even look at class forums now.
To be fair to the AI complaints, Mesmers have it bad too. A lot of their damage is tied into their phantasms, to be fair.
Not sure when it will get fixed but if I had to guess, not for awhile. I think they’re swamped with this expansion and I’m not certain it’ll be til the end of this year that we see it, which probably has all their in house attention just trying to power through it.
I’ve been F3’ing it a lot and it makes it manageable even if it is a pain. When the game first came out, the devs were pretty good about communicating, I thought. Things have just gone down hill. I don’t think they even look at class forums now.
To be fair to the AI complaints, Mesmers have it bad too. A lot of their damage is tied into their phantasms, to be fair.
Not sure when it will get fixed but if I had to guess, not for awhile. I think they’re swamped with this expansion and I’m not certain it’ll be til the end of this year that we see it, which probably has all their in house attention just trying to power through it.
Not that either side was right, but a lot of the community felt that it was being mislead by the statements made by a certain someone and his enthusiasm for the underwater adjustments and providing a hall or monument reskin an actual reskin kind of created a rift that only got worst with how the CDI was handled.
I’m hopeful that the Devs still look in the forums … though probably only at topics that have some traction AND a well-thought-out OP.
I can’t really blame the Devs for being quiet on the class forums. If you look through the history, you’ll find that almost every, if not every, time a Dev posted in a class forum they eventually got virtually mauled. It was ridiculous and saddening that people couldn’t be civil and instead let whatever “reasoning” validate being so horrid to the Devs.
This isn’t to say I have never complained … you’ll see that in the forum history too :-p … however, there are polite, civil ways to do it. That is not how the community has reacted to Devs when they post.
Heck, Gaille simply closing large, old topics and starting new “- Part 2” versions of them became a sort of “issue” that threw those new “- Part 2” topics off-topic very quickly as people didn’t seem to grasp why she did it … even though it was a very small thing she did ultimately.
As another example, I recently made a post about the condition changes that are apparently coming with the expansion and how the stack limit is part of why conditions are often trumped by power. This very small side-note that wasn’t even the point of the topic resulted in some rather aggressive posts. I’m not even a dev for GW2 and I had never even encountered that person before, but that’s still what happened.
Maybe, if people can learn to calmly discuss things, we’ll see Dev posts back in the class forums again. Sadly, while I’m hopeful, I won’t hold my breath on this as it seems there’s always “that one guy” … multiplied by a large population.
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
(edited by Sebrent.3625)
I don’t foresee any Dev posting in -this- class forum again since Hrouda. #lovehrouda
Will update once Path of Fire releases.
Aye. I believe Hrouda stuck with it the longest amongst the devs as far as trying to communicate in the class forums.
You can see the community was sad when Hrouda stopped working at ArenaNet:
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
I wish they’d have the courage or whatever it took to temp ban people from the forums who did lash out like children. I can be pessimistic myself but I stop short of calling out devs as being incompetent or whatever else.
I’m tired of official forums having the reputation they do in being cesspools of their game.
Possibly agree with your #1, Loxsus, though I think they tried and many people started “gaming” the forums. Either they found it funny to do or if they didn’t like something you posted, they’d do it to you. I made the “mistake” of trying to have a conversation about what could be changed about Thieves to make them more visible without being easy targets … suddenly I had several emails about the most random posts of mine being reported resulting in my being banned for 24 hours per each one. I appealed and they were undone, but it was very aggravating. When you have a post that simply says “Here’s the math, that doesn’t match what you’re saying” and get a banhammer because someone reported it saying it said something personal … frustration ensues.
The influx of that happening along with several changes to the game I disagreed with and exodus of people I enjoyed playing with contributed to me leaving GW2 for a while. I’ve discussed it with others and I was far from the only one.
Long story short … have to be careful with that banhammer … though if it was done at the discretion of the dev … and possibly allow devs to place a ban on those people posting in a thread a dev has posted in … that could maybe work. Solves the “gaming the forum” issue anyways.
As to your other point about being tired of the “cesspool” … I agree. I’m sure plenty of others agree as well. Sadly, you can’t change people; can’t force them to do anythign either.
However, what you can do is set a good example :-)
Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.