“If a Ranger is forced to have pets and be dependent upon pets, then they need to actually be powerful enough to compensate for the crap default AI foisted upon them.”
Pet overhaul – Suggestions :
- Pet “Stay” command, for better pet control.
- Balancing Pets :
- Stat allocation on pets should also be looked in again, example being birds having same stats as felines, but with added vitality !
- Removing some nice fluff abilities like fetch me a weapon from pigs, warthogs etc, replacing with something on par with other combat pets, or by providing new fluff abilities throughout all pets.
- Improving Pets’ AI :
- Dodging incoming nukes, by adding and using its own Endurance survivability mechanic, or worst case scenario Pet dodges when Ranger dodges.
- Getting out of melee range when it’s about to die.
- Pet standing besides Ranger, not a few meters in front / away.
- Adding random pet emotes, interacting (or not) with the Ranger, promoting RP-fluff feeling engagement etc.
- Increase response time and casting speed (~instant) of F2 pet abilities.
- Key-bindings on all pet abilities, for better pet control.
- Adding Pet damage to Combat Log.
- * Resurrecting pet on Ranger’s heal. *
- Adjustable pet leash range, for better pet control.
- Improve response time of “Call Back”, F3.
- Make pet attacks more responsive & fluid :
- Increasing hit range of pet attacks and speed up (/remove) fluff animation which would cause pets to miss.
- Register hit from pets at animation’s start, not animation’s end.
- Grant pets damage reduction from AoE attacks in PvE & WvW (+/- PvP ??).
- Pet “Hide” or “Leave” command, disabling pet on demand.
- Fixing Melee Pets, so they can attack Doors in WvW.
- Fixing Pet Bar, so it would remain active upon Downed state.
- Fixing Pet Names (or Pet master Names), so they remain saved after relog.
- Increase in passive movement of pets. (Passive Pet’s speed > Passive Player’s speed)
- Pet stat progression scaling directly from base Ranger stats. (e.g. x % of Ranger’s base precision) and Beastmastery tree trait investment increasing the % effectiveness. (??). That way different roles between Rangers and their respective Pets could be fulfilled. (e.g Ranger “Tank” & Pet “Dps”)
- Ability to play without pet, gaining passive stat bonuses, compensating for standalone play without a pet.
- Grant Pets (or Pet Categories) the ability to provide buffs to the group, via :
- Standalone static passive buffs. (e.g birds provide y Precision to allies)
- Trait option complimenting group support & play from pets.
- Pet swap-time being pet-dependent, aiming to compliment balance amongst pets. (??)
On a side-note, a fellow Ranger suggested something, which i found it quite cool as a concept, so i would like to hear your thoughts as well. There is quite a big part of the community that shares the impression of Ranger’s damage being gimped for the sole reason that his pet would have to deal damage as well. That would result in balancing ranger’s damage & pet ratio difficult. So here’s what being suggested :
- Removing pet damage as a whole and adding it to the ranger. (??)
Discuss …
(edited by Haya jii san.1978)