So I had a post I was almost done with, spent about 20 minutes on it, but I had so many tabs open looking for references that when I tried to switch back to this one I pressed the “x” and lost it all. So this post is going to be much more brief and less well written. Oh well.
There have been many threads complaining about this, mostly specifically to pet mechanics and not the profession mechanic as a whole.
I have 2 points to make.
1) Why do rangers have the most invasive profession mechanic?
2) Why are rangers even pet-centric in the first place?
So, starting with point 1. Rangers are forced to use pets 100% of the time. Pets
- Force micromanagement, even in simple situations
- Often perform unwanted actions
- Will often maneuver in un-desirable ways
- Provide additional damage at the cost of ranger’s damage
- Perform actions in un-timely manners
They’re not all bad, for sure. Specced into beastmaster, you can get some great damage from pets, but I’ll talk more about that with point 2.
It is a mechanic you’re forced to use 100% of the time, whether you have any interest in it or not. The only other mechanic you’re forced to use 100% of the time are Guardian’s virtues .. and those are not invasive in the slightest. Passive buffs. They can’t mess you up, really. Mesmer comes close to being invasive.. illusions can be kind of tough to deal with at times, but overall doesn’t provoke the level of stress pets do. Even if you don’t spec into illusions, illusions are basically a free aegis and can cause confusion (actual confusion, not just the condition) in both PvE and PvP.
Point #2: Ranger does not equal Beastmaster. At least, it shouldn’t. If the profession was called Beastmaster, I would understand most/many skills and traits also giving boosts to the pet. But being a ranger in general should not mean “Pet Profession”.
It’s been a while, but I believe in Guild Wars 1 if you wanted a pet, you could put the “Charm” skill on your bar and use a pet if you wanted. Why would they get rid of that? It should be the same way here. Give us the OPTION to use pets and don’t make it the profession mechanic.
The F skills should be wilderness / nature / survival skills. Tracking and RANGING skills. Give us a utility skill to summon/charm a pet.
Pet’s are great, for sure. Beastmasters can make great use of them and even those not traited into pets can find ways to make them useful. I just don’t think they should be a requirement of the profession. Not only does it make us feel cumbersome, but it doesn’t make sense.
My thoughts for a resolution:
1) Stop pets from automatically deploying when stowed. Add a signet that gives the ranger +X% damage while the pet is stowed. This is kind of a ‘band-aid’ fix and .. overall, it’s lazy. It makes the profession un-appealing as now your main mechanic basically can be useless. Which leads me to the more appealing solution ..
2) Change pets from the F skills to be a utility skill. Take a page from Guild Wars 1. A “Charm” skill. If it’s on your bar, a pet will be available. Pressing the button swaps the pets.. or uses the pet skill, I’m not sure. The details would need to be worked out, but I think it could be done. Re-work the F buttons to be “nature” oriented skills. Some ideas are tracking, foraging and wilderness survival. The Beastmaster traits tree would also need to be re-worked. Change the tree to “Wilderness Survival” and distribute beastmaster traits throughout the entirely of the ranger traits. I think this is how rangers should have been implemented in the first place, although I doubt anything like this would ever be considered.
Ok, that’s about it. I realize there are those of you who love rangers and their pet-centric mechanics and you guys will probably just respond with “Rangers are fine, don’t change them, gtfo” and the like. But this is a discussion, not a suggestion. I just want to hear input and feedback. I doubt ANet would ever consider anything like changing an entire profession mechanic, especially when so many of you enjoy it.
Thanks for reading,
Mongo
(edited by Mongo.2490)