Robert Hrouda on pets in dungeons
Really, if you use the regen signet—even without any healing power—your pet gains tons of survivability. Pets dying just are not a problem if you’re good at ranger…if mine die, it’s because I made a mistake.
What I would like to see regarding pets is 1) More ranged pets 2) Fixes to current pets (drakes got some love now hopefully they address others) and 3) Nameplating reset on pet swap.
Some pets just are not in the meta and I think that’s a problem. But adding things to a game like this is painstaking and hard because of possible domino effects. I’m really happy with where rangers are right now.
If you can’t keep your pet alive or evade enough in dungeons—if you can’t/don’t have fun running sword/warhorn and axe/axe (or GS or SB), or if you die too much, then ranger probably isn’t for you in dungeons.
I don’t say that to be mean. Heck, lag can get you killed as a ranger when the sword evade doesn’t trigger properly. But if you like spiky damage with tons of evades (sometimes I fly around like mad, thrashing everything in sight and I love it)…if you like living dangerously, always on the cusp of death but somehow surviving, then practice and stick with it.
I run 25/25/0/0/20 in dungeons (sometimes 20/20/0/0/30 depending if I want natural healing) with sword/warhorn and axe/axe. And I live a lot…I die too—occasionally—but only if I make a mistake. This is with berserker gear and 6 superior rune of the ranger. Get to work for your gear! The best thing is that CoF is easy berserker tokens. Just practice because rangers have to work harder than others at melee…ya know, don’t make us look bad.
That’s roughly 900 hours of PvE experience in dungeons with ranger talking. Believe me, that’s you highest DPS build (signet of wild, QZ, and utility skill which might be Sick Em, Guard, Search and Rescue, Protect me, Signet of Hunt, or frost trap for kiting).
Don’t forget: signet of stone + protect me gives both the ranger and the pet 6 seconds of invulnerability. Another combo I like is shared anguish + stability training, which will turn CC on the ranger into stability for the pet. That’s a lot better than being immobilized!
(edited by Chopps.5047)
Robert’s was a pretty good response regarding something I think a lot of pet complainers disregard (open world pet strength).
I feel like a lot the common complaints could be addressed and balanced via these methods (not exclusively, but broadly):
1) Reduce overall pet survivability somewhat (not a lot, but to balance point 3)
2) Share the Ranger’s AR with the Pet automatically
3) Trait to trigger a dodge for pets when the Ranger dodges – this must override whatever action the pet is in the middle of in order to have any value.
4) Further Improve pet pathing against moving targets.
5) Grab your CodeRAID and fix more bugs.
I would have previously also asked for some sort of stow option, not in the way that some people are for DPS compensation, but just as a tool for running around without drawing aggro when you hop off a cliff, etc. However, the last patch introduced the OOC 1-second pet cooldown, and that means I can hop the cliff, maybe wait a second if it hurt, swap my pet, and be ready to go without it grabbing a boatload of baddies running the long route.
Robert’s was a pretty good response regarding something I think a lot of pet complainers disregard (open world pet strength).
I feel like a lot the common complaints could be addressed and balanced via these methods (not exclusively, but broadly):
1) Reduce overall pet survivability somewhat (not a lot, but to balance point 3)
2) Share the Ranger’s AR with the Pet automatically
3) Trait to trigger a dodge for pets when the Ranger dodges – this must override whatever action the pet is in the middle of in order to have any value.
4) Further Improve pet pathing against moving targets.
5) Grab your CodeRAID and fix more bugs.I would have previously also asked for some sort of stow option, not in the way that some people are for DPS compensation, but just as a tool for running around without drawing aggro when you hop off a cliff, etc. However, the last patch introduced the OOC 1-second pet cooldown, and that means I can hop the cliff, maybe wait a second if it hurt, swap my pet, and be ready to go without it grabbing a boatload of baddies running the long route.
But 3 is addressed already by the “call” function. Bosses are easy. Learn their tells. You know when AoE is coming, dodge or call your pet back! Dude, with 25/25/0/0/20, my black cat Chuck can tank subject alpha a heck of a lot longer than I can (signet of wild). You can do it without making drastic changes like you suggest. Why make everything hard and change the way all the good players play this profession?
Fractals. Step into it. Get to a decent level, then maybe you might share his concerns.
Because you’ve pretty much ignored his main gripe with pet and agony.
Though in principle I agree with Robert, agony resist is something that won’t affect pets in the open-world but is really needed for Fractals. It seems a no-brainer to me, and I’m sure it’ll come down eventually.
I agree with Robert that general survivability probably can’t go any higher without overpowering in open world.
But agony resist would not effect that at all, and should definately be addressed (though as above I’m pretty sure its going to happen, they wouldn’t have added the field to the pet window if they didn’t intend to use it).
And I don’t really feel like some sort of inherent AoE resistance would really do much to break open-world PvE either, as long as the resistance is a reasonable amount and not the 90% I’ve seen one or two people suggest. Its mostly champions that utilize heavy AoE and I doubt a moderate AoE resist is going to turn my pet into a godly champ tanker.
The thing is that even if they gained a ton of tank ability pets won’t become ungodly meatshields. Enemies target the person/entity that deals the most damage to them. Unless you go full tank BM, you will always out dps your pet. It’s the reason the enemy pretty much stops attacking your pet once you get past lvl 50-60. I was actually surprised how much my pet was surviving in Orr until I realized that almost every enemy acts like it isn’t even there.
I cried a little when I saw the designers talking about rangers.
But 3 is addressed already by the “call” function. Bosses are easy. Learn their tells. You know when AoE is coming, dodge or call your pet back! Dude, with 25/25/0/0/20, my black cat Chuck can tank subject alpha a heck of a lot longer than I can (signet of wild). You can do it without making drastic changes like you suggest. Why make everything hard and change the way all the good players play this profession?
Please don’t take this as a rude attack (I honestly don’t mean it to be), but you need to come down off your high horse. Not everybody has the time or the skill to play at that level of micromanagement, and for better or worse, that’s what it is – micromanagement.
Arguing that people should just learn to manage their pets flawlessly is not invalid, but it is especially narrow-minded. Other classes’ specialty mechanics have much lower skill floors than Rangers do. I don’t want to dumb down the ability to master the class, but I do think a shift is necessary to improve its health. I think a healthy class is one whose core mechanic is manageable by mid-skilled players, and masterable by elite players.
Traiting a shared dodge splits the difference. It lets higher-end players such as yourself continue to maximize build use through micromanagement, but it lets mid-level players opt to blow build choices (not to mention Endurance) on helping their pet through some of the trickier sequences. It’s called compromise – it’s a better answer for a healthier class & game than “L2P”, too, provided it’s a sound compromise.
Personally I’ve barely been in dungeons, but I work hard to leverage my pet in open PvE, and I will challenge any Champion solo with my pet. That doesn’t mean I win, but it does mean I feel like I manage my pet well enough to give me a fighting chance in most situations, enough so to try rather than just write them off. I can safely say that I can do much better, but it takes practice (and thus more time than I really have).
P.S. – Adding a trait is not a “drastic” change. I’m not asking for it to be default. And we have some pretty crusty traits, you must admit.
The thing is that even if they gained a ton of tank ability pets won’t become ungodly meatshields. Enemies target the person/entity that deals the most damage to them. Unless you go full tank BM, you will always out dps your pet. It’s the reason the enemy pretty much stops attacking your pet once you get past lvl 50-60. I was actually surprised how much my pet was surviving in Orr until I realized that almost every enemy acts like it isn’t even there.
I think thats more an issue with Risen than pets in general. Risen seem to ignore all non-players most of the time, be they pets, turrets, clones, whatever.
I do run 30 Beastmastery, but even still, most Risen will ignore my pet and go after me. Its just a quirk of the Risen AI.
I tend to run a condition build using shortbow and sword\dagger, and focus on being supportive and holding aggro while keeping a steady output of DPS through conditions.
/facepalm.
and how are rangers stronger than any other prof in open world pve? what does that even mean? who cares about open world pve? rangers are broken in higher level dungeons and wvw.
I tend to run a condition build using shortbow and sword\dagger, and focus on being supportive and holding aggro while keeping a steady output of DPS through conditions.
/facepalm.
and how are rangers stronger than any other prof in open world pve? what does that even mean? who cares about open world pve? rangers are broken in higher level dungeons and wvw.
He’s just like every other person who thinks destroying overworld white enemies = powerful.
What does “hold aggro” even mean? This isn’t WoW. Enemies go after who is doing the most dps for the most part and it certainly isn’t going to be a ranger. Sometimes you can get their attention by spamming interrupts but that’s not a guarantee.
Using Healing Signet will put aggression on you as a Ranger.
Doesn’t matter if you don’t use any DPS.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Using Healing Signet will put aggression on you as a Ranger.
Doesn’t matter if you don’t use any DPS.
I haven’t experienced this personally but I could see it happening.
I do have respect for Robert not dodging the question. He didn’t have to answer it.
I don’t fully agree with him. But, he answered the question in what seemed to be an honest response. Also, he didn’t throw in a bunch of promises. It didn’t have a PR feel to it.
~ Ranger
If pets are so hard to balance, then how about giving rangers some trait to permanently stow their pet and increase their own personal damage in doing so. White Lions in Warhammer had a “trait” that allowed them to do this.
I do have respect for Robert not dodging the question. He didn’t have to answer it.
I don’t fully agree with him. But, he answered the question in what seemed to be an honest response. Also, he didn’t throw in a bunch of promises. It didn’t have a PR feel to it.
Didn’t dodge the question? Do you believe that you and Rob Hrouda are playing the same game?
If you and I are playing a friendly game of blackjack and I know how the deck is stacked and what cards are coming up, is that fair? What if I tell you that all you have to do is pay attention and study the cards as they fall. Does that level the playing field? Would you bet your mortgage payment on the next hand?
All in all, I’m glad they’re looking into it.
I don’t fully agree with him. But, he answered the question in what seemed to be an honest response. Also, he didn’t throw in a bunch of promises. It didn’t have a PR feel to it.
Mr. Hrouda is awesome like that.
What does “hold aggro” even mean?
I can’t speak for the guy, but, it’s likely he’s abusing the same principal I am.
It’s easy for your pet to be the highest damage dealer, when it’s the only damage dealer. Judicious use of Target Calling on the mob you don’t intend to put your pet on, can make your pet keep an impressive array of nasties (or group of nasties) otherwise occupied while your party and you personally burn through the rest.
You can even sic your pet on most minibosses and sic your party on the adds, and by the time they make their way back to the fight the inertia your pet has built up will carry it’s hate-holding through the rest of it. Especially since a pet tanking a target is by far the easiest way to keep it still enough to land a damaging F2, and further secure the target’s hate.
This is assuming you’re specced for it, else your pet’s about as useful as wet tissue paper trying to hold back bullets.
(edited by Vox Hollow.2736)
They already said that’s game breaking (perma stow) so they won’t do it (ranger would have to get a passive buff while pet was stowed and that’s game changing in terms of profession design). It was always designed to be out.
Anyways, I want to amend my last comment. I would take the pet dodge on dodge roll but it shouldn’t require a new trait. I think adding/removing traits is too mich of a balance change. I’m not a game designer so I really shouldn’t speak…I’m sticking my neck out here.
I’d like to see Xsorsus, Gasmask, or Lunchbox comment on this topic since I highly value their opinions.
Hey folks, looks like someone beat me to the punch of moving the conversation over here instead of in the dungeon threads.
As for AR resistance on pets and such, know that I am actively looking into solutions to that. It’s not something we are unaware of, and it is an issue we are trying to develop solutions for. I am at scale 52 in the fractals, and pet insta-death above scale 20 is something I am acutely aware of and trying to resolve.
As for me being a PR person, that’s just not true. I’m a designer just trying to interact and talk with people. Plus I can’t imagine any company would want a mouth-piece who has as many typos, spelling errors, and grammatical nonsense as I do speaking for them.
the ranger is the same as any other class in open world PVE. there isn’t a class in the game that isn’t good at open world PVE. nobody gives a hoot about open world PVE either.
this is such a facepalm. so because it "would make rangers OP in open world PVE (which no level 80s do) we must remain terrible at the PVE that 80s actually do.
i don’t see how it is fair that we should be gimped by the crappiness of pets when other classes are just as good (and better) at open world PVE and are also not gimped in dungeons.
(edited by vespers.1759)
nobody gives a rat’s kitten about open world PVE either.
Please stop making generalizations like this. It doesn’t contribute to good discussion, and good discussion is what’s required especially when a Dev posts on this forum.
Anyways Robert, I’m assuming there’s just technical limitations with the program when trying to apply AR to your pet? Or do you not want to do that. If so, may I ask why?
Anyways Robert, I’m assuming there’s just technical limitations with the program when trying to apply AR to your pet? Or do you not want to do that. If so, may I ask why?
I’m of the opinion that your pet and summon should share the master’s AR. That seems like the simplest most straight-forward solution. We all agree the AR is a problem that has potential fixes, it’s just figuring out how best to fix it and making sure whatever we choose works.
I’m of the opinion that your pet and summon should share the master’s AR. That seems like the simplest most straight-forward solution. We all agree the AR is a problem that has potential fixes, it’s just figuring out how best to fix it and making sure whatever we choose works.
Well I guess I can’t think of a solution more simple and effective as what you said, so it seems a no-brainer for me. But thanks for the answer, great to hear your thoughts as always =).
Anyways Robert, I’m assuming there’s just technical limitations with the program when trying to apply AR to your pet? Or do you not want to do that. If so, may I ask why?
I’m of the opinion that your pet and summon should share the master’s AR. That seems like the simplest most straight-forward solution. We all agree the AR is a problem that has potential fixes, it’s just figuring out how best to fix it and making sure whatever we choose works.
That would be a step in the right direction for sure, but it won’t fix everything. Do you think it would be possible/would you consider it op to give the pet “invulnerable frames” when the ranger dodges? That would surely alleviate the situation for melee players at least.
Robert Hrouda you may have saved the day. It’s good to get some communication going to know what your view is on your game. These months of silence haven’t done much good at all.
Pets sharing AR with the ranger does sounds like the most logical solution. Good to know there is someone playing Ranger on the inside
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the most non-thought-out suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
(edited by Idolicious.6091)
I assumed that having a shared AR on your pet, and especially on necro summons would cause extra strain on the game/software budget. Kind of like having more than 25 stacks of the same condition does.
But then again I don’t know jack kitten about that stuff :V
What I want to know is why we don’t have a permanent store for pets, and I don’t mean the “I don’t want my pet but more dps” kind, but the “I’m running through a field of enemies and my pet is soaking them up oh god why can’t I get rid of you right now” kind.
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the dumbest suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
I don’t see you coming up with any brilliant ideas. If you don’t have something constructive to say, don’t post.
On topic: I don’t feel like it would be too difficult to give pets a passive buff in dungeons that reduced the damage they take, say, by 33%. It would only be applied in dungeons and fractals, meaning it wouldn’t affect pets in pvp or the open world.
I would also like to see the ranger’s stats being shared with pets, or something similar. Perhaps a rework of the beast mastery trait line.
-BnooMaGoo.5690
(edited by Quarktastic.1027)
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the dumbest suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
If you don’t mean to give offense, than don’t say things that can easily be taken with offense. Just because the idea wouldn’t solve the problem, doesn’t mean it can’t be a springboard for other ideas.
“A way to make pets dodge would be good” is what I took away from it. What if a button existed that could make your pet dodge roll, or gave it evasion for a few frames (no animation!) It could be called the “Dodge!” button, and every time I used it I could make a DBZ Abridged joke to my mates on TS.
But that doesn’t solve the problem. It’s a cool thought that I can bring up with folks, but wouldn’t solve the problem of pets in dungeons while possibly adversely affecting PvP. Making the numbers bigger doesn’t work either (trust me, we’ve tried)
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the most non-thought-out suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
Actually, it was directly targetted at the fractals issue, I couldn’t care less about white mobs in open world pve anyway. It’s just that some bosses have so obvious dodge this melee attacks, or even screenfilling “dodge checks” that even shared AR would only partially help there. And since I doubt they’d want to give the pet full aoe immunity, and any x% damage reduction wouldn’t help at high end fractals anyway, I suggested this, because dodging is the best form of “binary defense” you get short of just facetanking stuff with your pet.
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the dumbest suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
If you don’t mean to give offense, than don’t say things that can easily be taken with offense. Just because the idea wouldn’t solve the problem, doesn’t mean it can’t be a springboard for other ideas.
“A way to make pets dodge would be good” is what I took away from it. What if a button existed that could make your pet dodge roll, or gave it evasion for a few frames (no animation!) It could be called the “Dodge!” button, and every time I used it I could make a DBZ Abridged joke to my mates on TS.But that doesn’t solve the problem. It’s a cool thought that I can bring up with folks, but wouldn’t solve the problem of pets in dungeons while possibly adversely affecting PvP. Making the numbers bigger doesn’t work either (trust me, we’ve tried)
I kind of see an issue with a “make pet dodge” button, in that it would give rangers two dodge keys to keep track of instead of one. I can see where it would be difficult to increase a pet’s survivability without overly complicating things.
-BnooMaGoo.5690
Man, I get so excited when designers get to talking about rangers. It’s my favorite class through the good and the bad. GS I don’t know much about it being broken, but I do love to start my fights by using the leap, then the 2 skill for conditions (I’m CD with SB/GS) then switch to SB. If needed to run away, our GS is amazing for that, I get away a lot with it. I just wish we had slightly better SB/LB skills. I just love my CD build I don’t wanna get rid of it in PvP QQ
Pet dodge when the Ranger dodges? Who really thinks that is a good idea?
I sure as hell do not want to be the only class forced to blow their stamina due to stupid pet AI or their inability to not get destroyed by anything and everything that isn’t a singular white level 80 mob in the open world. Okay, I exaggerate (only a bit, mind you), but my point stands.
That has to be one of the dumbest suggestions I’ve ever heard (no offense to anyone), and I can’t even believe more than one single person thinks that it is a good idea.
If you don’t mean to give offense, than don’t say things that can easily be taken with offense. Just because the idea wouldn’t solve the problem, doesn’t mean it can’t be a springboard for other ideas.
“A way to make pets dodge would be good” is what I took away from it. What if a button existed that could make your pet dodge roll, or gave it evasion for a few frames (no animation!) It could be called the “Dodge!” button, and every time I used it I could make a DBZ Abridged joke to my mates on TS.But that doesn’t solve the problem. It’s a cool thought that I can bring up with folks, but wouldn’t solve the problem of pets in dungeons while possibly adversely affecting PvP. Making the numbers bigger doesn’t work either (trust me, we’ve tried)
Have you tried anything with the vigor boon causing the pet to evade attacks? Because currently vigor is worthless to the pet, I know it wouldn’t be a fix a lot of people are asking for but it’d be a step in the right direction.
EDIT: Would it be possible to allow pets to dodge like bandits do? I know bandits will dodge out of red circles and AoEs would it be possible to allow pets to use a similar dodging mechanism?
As their mother, I have to grant them their wish. – Forever Fyonna
(edited by Durzlla.6295)
Something alot of rangers would love to have for dungeons is when they call for their pets when downed, they would be healing the ranger for certain. I don’t want to press the skill 3 button and have a minimal chance that he comes to me and heals me.
Btw thanks for responding in the ranger forums! It’s good to know some of you play the class.
EDIT: Would it be possible to allow pets to dodge like bandits do? I know bandits will dodge out of red circles and AoEs would it be possible to allow pets to use a similar dodging mechanism?
I can see what you are hinting at, but somehow I can’t bring myself to like uncontrollable pet movement that much… Maybe if a special pve pet had this as a toggle for it’s f2 skill? Then people who don’t want it could just get something else.
Ok, how about that: do the ranger dodges/pet dodges thing, and refund 25% endurance when both dodge successfully and 50% if only the pet did, and optionally make up for the lost dps time with some might stacks. In essence, what I’m trying to do with this reducing the cost for bow users who only want to keep their pet alive, while not granting too much for melees who abuse it for themselves.
Should probably only be enabled to work for pve, maybe it could be tacked on the natural vigor trait if that’s possible with traits.
(edited by wintermute.4096)
Something alot of rangers would love to have for dungeons is when they call for their pets when downed, they would be healing the ranger for certain. I don’t want to press the skill 3 button and have a minimal chance that he comes to me and heals me.
Btw thanks for responding in the ranger forums! It’s good to know some of you play the class.
I would like my pet to be healed for full health when I call him back… I mean c’mon he has to be dead for me to full heal him?
As their mother, I have to grant them their wish. – Forever Fyonna
One of the very limited lessons GW2 can learn from WoW is that pets need to inherently take reduced damage from all AOE attacks. Only if something directly attacks the pet should it take normal damage. That’s the most elegant solution unless pet AI ends up remarkably better than any MMO ever.
Wow all this talk of pet dodges etc and my flesh golem still stands around and does nothing for about 25% of the time. When are necro’s gonna get some love?
One of the very limited lessons GW2 can learn from WoW is that pets need to inherently take reduced damage from all AOE attacks. Only if something directly attacks the pet should it take normal damage. That’s the most elegant solution unless pet AI ends up remarkably better than any MMO ever.
The thing is, wow is not centered around a similar dodge mechanic as much. The difficult encounters in gw2 often feature chains of “dodge this or die” sequences, as their mechanical difficulty, especially on the higher tiers.
If the pet had, say, a 50% resistance against that, it still wouldn’t help much, we’d probably have to ramp it up to something like 90%, which in turn, would enable the pet to completely faceroll anything that uses aoe per default and isn’t a raid boss.
nobody gives a rat’s kitten about open world PVE either.
Please stop making generalizations like this. It doesn’t contribute to good discussion, and good discussion is what’s required especially when a Dev posts on this forum.
Anyways Robert, I’m assuming there’s just technical limitations with the program when trying to apply AR to your pet? Or do you not want to do that. If so, may I ask why?
it’s not a generalization. most 80s don’t do PVE unless it is for the 100% map or dailies and then they are already geared and roll through it with zero fear.
it’s not a generalization. most 80s don’t do PVE unless it is for the 100% map or dailies and then they are already geared and roll through it with zero fear.
Not exactly correct.
I do a lot of PvE beside dungeon. Farming orr, a lot of meta events in high level maps (and lower maps). So there’s other things to do in PvE beside map completion/daily.
Edit: You’ll also be surprised how many people do not do PvP/WvW.. Our guild has around 250 frequently active members and only a small portion of those do some kind of pvp.
(edited by paleeshi.1924)
it’s not a generalization. most 80s don’t do PVE unless it is for the 100% map or dailies and then they are already geared and roll through it with zero fear.
When you said “nobody,” it is a generalization.
1. Not everyone who does open world PvE is an 80
2. Not everyone has an 80.
3. Not all 80s are fully geared
4. Many 80s do PvE for reasons aside from 100% map completion/dailies
Again, please refrain from generalizations. It really does not contribute to good discussion.
We tried giving them reduced damage from AOE/attacks, and it opened up other problems – mainly that a team of 2 rangers could take on almost any boss in a dungeon by smart swapping of pets and letting the pet take aggro. It’s unfortunate, but we can’t just increase and decrease numbers until pets are perfect – we’ve tried really hard, but numbers are not going to fix pets without letting them break everything. We have to look deeper into mechanics, AI, player actions, and skills.
As much as they seem vestigial, the “attack” and “return” keybinds are really the only thing that can give the player any control, and they can be a bit unwieldy. I would recommend though that if you have never tried using those keybinds, try them out the next time you’re in a dungeon, your pet will thank you for it.
Also, I find that a ranged pet does better in dungeons. My typical pet setup for dungeons is Hyena (because having 2 knockdowns and another hyena is super good), and a Drake (almost any). I know this is contradictory to what I just said about ranged pets being good, but I use the keybinds a lot and that dramatically increases survivability when taking 2-3 hits is all you want the pet to do.
Spiders and devourers can be really good to bring because of the fact that they are ranged. Devourers have an escape from melee ability as well, and spiders have CC, which helps keep them alive while you reposition and pet-swap (or return) in a more favorable place. Tankier pets require more management, but once you get there and know how to use it (in combination with pet swap), you’ll find you’re not facing the death cooldown as often as before.
That and you can name your spiders “Cuddles” and your devourer “Citizen Snips” and get a good laugh out of people’s reactions.
Rangers are already easymode in open world pve. Making the pet able to dodge on its own keying only helps where pets actually risk death.
I would still rather the option for my Ranger to be pet less. But since that isn’t gonna happen, a separate dodge is next best. There would need to be a direct indicator of the pet’s endurance and boons on the Ranger’s GUI.
Saladtha (Lv 80 salad sidekick to bears) | Dunelle (Lv 80 eviscerating muppet)
Karmell (Lv 80 human might dispenser) | Vast says hi~.
1second dodge on callback (F3) every 5seconds on a trait?
Just some random numbers. You get the idea.
A feature to flesh out pets, IMO, would be to take the Gambit system from FFXII and adapt it to work with pets. Let the the player essentially construct the pets AI priorities, with enough limitations that you would usually run with a separate set of gambits for your pet in dungeons with their own tradeoffs vs other situations. E.G. a behavior that causes the pet to retreat to you when it hits <30% HP, or one that causes it to return to you when it is surrounded by more than 3 enemies. Or queuing up specific skills for certain situations (having a Moa casts its skill 2 whenever its owners health drops bellow 50%)
Another suggestion is to make the pets return command a soft swap so it doesn’t have to wade through tons of AOE/cripple/etc to get back to you.
Snipping this cuz it was longer than I first realized and I don’t want to only quote half to take stuff out of context.
This all just sounds like numbers to me. I’ve never played any MMO where I thought a pet was useful. The control is cumbersome (in so much as choosing the direction they go is pretty linear. Either forward to attack or backwards to retreat). I don’t the fix for pets will ever be tweaking numbers, which at least it seems you realize. The pet mechanic in GW2 is pretty much the pet mechanic in every other game.
Have ideas like the mesmers F1-F4 been considered? Where perhaps each Func skill gets a pet bound to it, and using it triggers the pet to emerge to use a unique skill (maybe it buffs or heals the party, applies conditions to the enemy, or w/e), and then either stays until it is defeated or only last a certain amount of seconds. Other things like prematurely using a new Func key would kill the previous bought out pet. A cool elite skill would be something like “allowing multiple pets out at once through the function keys”. Just some ideas.
This idea is incredibly short worded and would need so much more work into it, but I think it brings a huge range of functionality into pets and diversity into the ranger class. Depending on what pets you bring could drastically change the ranger’s role, which I dont see that now. And I think it should be that way. As the way the traditional pet role stands, they are near worthless. A real new way for mechanics is what is needed.
Just wanted to say thanks for posting here Robert. It’s good to know stuff is being looked at, and more importantly, actively tested and evaluated.
It’s too bad numbers changes won’t work, as that’s the simple way.
A separate dodge button could work well. I’m also not a fan of tying both Ranger and pet to the same dodge button.
In some ways I find the pet in GW2 still very basic. We can’t influence it’s stats or it’s combat behaviour. It might be useful to have a couple of toggles for the pets behaviour beyond fight/don’t fight so that the player can manage the “mode” of the pet’s AI to complement their fighting style and situation.
Obviously the specifics aren’t concrete here and fine tuning would be needed (and I’m sure others could add things to these modes), but something like:
Aggressive: pretty much how it is now when the pet is on active
Combat: pet will attack enemies as normal, but stays within 1200(?) range at all times.
Close Support: pet will remain within and attack any enemies with 600 of the Ranger. Pet uses interrupts whenever possible.
Support: Pet remains close to the Ranger, avoids damage and uses any buff skills (other than F2) whenever possible.
Passive: As is.
Those are some simple options. It could get heavier into the details too, such as keying a preferred ability for the pet to use (not the F2, the ones it uses on its own). But, this might be going a bit too far.
Edit – much in the same vein of what roamzero proposed. Kind of like how in Dragon Age you can tweak follower AI, but perhaps less detailed and easily switched in combat.
(edited by Helequin.2608)