(edited by Loxsus.3841)
Pet Dodging
I totally agree, I have mentioned it once before and I’ve thought this for a while. They heal when we heal, so they should dodge when we do.
Agreed! IMO, they should give us more flexible ways to mitigate damage done to our pets instead of just boosting their toughness and vitality. I’d totally trade in some HP for a dodge mechanic on pets, so that I don’t have to push ‘return to me’ and wait 10 seconds before my pet moves out of danger.
I think they’re concerned about pet evasions making the skill level of pet management too low. As ranger we’re supposed to have to learn how to manage the pet and know when to recall it or send it in, but don’t get me wrong, your example of the spider boss is exactly why the current system falls short. Even if you have them heeled, when you dodge they might stand in the aoe long enough to get 1 shot before they even decided to move. I do think a middle ground can be found though, one where heeling your pet is still essential so relying on evasions won’t make it “easy mode pet management” but making them more responsive in the “heeled” state so that when you dodge, they stick to you like glue. It still leaves enough room for error, still allows them to die if you dodge poorly or fail to micro the pet well enough, but would increase their survivability significantly.
~Surrender fiend and you will get an easy death
~I could promise you the same…but it would be a lie…
Hi! I completely agree with you! This has been suggested many times by a lot of players (me included!). I dont understand why this isnt in the game yet.
Example: When you dodge your pet gets Invulnerable for 1sec (maybe less).
This would be a huge increase for pet viability in Dungeons. The impact in Open World PvE, WvW and sPvP would be small enough not to break these formats.
Guild – HerĂ³is Lusitanos [LS] Server – SFR
Glad other people have mentioned this before as well. I still really like the ranger well enough but the extra headache of dealing with the pet dying all the time is a hassle. Maybe I’m just spoiled from other games that have pet classes I’ve played (WoW, Rift) but I went ranger for the nature aspect as I often lean. Plus … GS2 is a friggen BEAR … come on … that’s just cool
No thank you. If I dodge it’s (mostly) because I want to get away from something. I don’t want my pet to stop attacking because I dodge. I also don’t want to, normally, waste my dodges on the pet – I need them myself.
If you think about this some more, I think you can agree this would be a bad thing.
I’ll second the 1 sec invulnerability on dodge. I’m not about to waste one of my own dodges getting my pet out of AoE when I’ll likely need it myself as well.
I think they’re concerned about pet evasions making the skill level of pet management too low. As ranger we’re supposed to have to learn how to manage the pet and know when to recall it or send it in, but don’t get me wrong, your example of the spider boss is exactly why the current system falls short. Even if you have them heeled, when you dodge they might stand in the aoe long enough to get 1 shot before they even decided to move. I do think a middle ground can be found though, one where heeling your pet is still essential so relying on evasions won’t make it “easy mode pet management” but making them more responsive in the “heeled” state so that when you dodge, they stick to you like glue. It still leaves enough room for error, still allows them to die if you dodge poorly or fail to micro the pet well enough, but would increase their survivability significantly.
Seems like a great idea to me. This way, you could still determine if your pet has to keep attacking (keep it on guard), or has to dodge out of harm’s way (set it on heel), solving the potential problem of pets evading unnecessarily.
Let’s just hope any of the devs look at this…
This would be a problem for pvp. There are things I HAVE to dodge and there are times my pet HAS to hit so that I can win a fight. Often times those two things coincide. I do not want this as a mechanic.
Am I good?… I’m good.
This would be a problem for pvp. There are things I HAVE to dodge and there are times my pet HAS to hit so that I can win a fight. Often times those two things coincide. I do not want this as a mechanic.
Make it so when the ranger dodges the pet just gets distortion or evasion status but keeps attacking.
This would be a problem for pvp. There are things I HAVE to dodge and there are times my pet HAS to hit so that I can win a fight. Often times those two things coincide. I do not want this as a mechanic.
Make it so when the ranger dodges the pet just gets distortion or evasion status but keeps attacking.
That would most likely be considered OP, even if I would like such a mechanic.
In the past I suggested that the pet either dodge or get evasion on call back, with some form of cooldown on the ability. Such an ability could help in some situations, but I don’t think that would be a good solution either.
This would be a problem for pvp. There are things I HAVE to dodge and there are times my pet HAS to hit so that I can win a fight. Often times those two things coincide. I do not want this as a mechanic.
Make it so when the ranger dodges the pet just gets distortion or evasion status but keeps attacking.
That would most likely be considered OP, even if I would like such a mechanic.
In the past I suggested that the pet either dodge or get evasion on call back, with some form of cooldown on the ability. Such an ability could help in some situations, but I don’t think that would be a good solution either.
And that is OP how? Pets are a portion substracted from the ranger’s own damage. They should have full uptime just like any other class has full uptime so long as they are alive.
Pet already have a problem hitting moving targets dodging when I dodge would just add to the problem. Alot of time i will hold my ground allowing a player will attack me then dodge on a big attack. the reason I do this is to allow my pet to attack or regain postioning. pet dodge will make this useless.
While I disagree with pet dodge when the player dodge those of you unwilling to use a dodge to help your pet probly cant keep your pet alive becuase of this very thinking.
Dodging to give you pet protection is key to keeping your pet alive. Using Heal to keep your pet alive is also key.
You can kite and dodge your pet can not. Those of you who are unwilling to save half of your dps with a dodge or a heal are doing your pet,class and self a disservice.
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
If I may, I’d like to point you to this thread
https://forum-en.gw2archive.eu/forum/professions/ranger/Robert-Hrouda-on-pets-in-dungeons/first
There’s a really long discussion regarding this particular suggestion, I think it’d be better to keep this discussion going there since all possible arguments for and counter arguments against has been made in there. No point re hashing stuffs.
While I disagree with pet dodge when the player dodge those of you unwilling to use a dodge to help your pet probly cant keep your pet alive becuase of this very thinking.
Dodging to give you pet protection is key to keeping your pet alive. Using Heal to keep your pet alive is also key.
You can kite and dodge your pet can not. Those of you who are unwilling to save half of your dps with a dodge or a heal are doing your pet,class and self a disservice.
And that’s not what I said really, I do use my wilderness trait go give my pet protection when I dodge, and I most def. toss a heal when my pet needs it. Or pull it back. Or swap it.
I just don’t like the idea that my pet should dodge when I do, that would be a really crappy mechanic, especially for a pvp player like me.
I don’t think any pvper would like that mechanic.
I wouldn’t like it anymore in pve either…