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.Easy. Make mobs prioritize players over minions for aggro so that ranger’s can’t swap aggro.
Really, why do pets or minions need to hold aggro? Is there a particular reason? That’s the very reason pets and necro minions die to begin with and nobody is pleased. If pets were out of the aggro table and had 70% less damage from aoe, you’d see these builds become more plentiful.
Yes, you can call them to you, that only really works for ranged gameplay, since if you are melee the return command does nothing while you yourself may not need to get out of melee range.
What’s worse, you’re advocating retreating half of your damage (the pet is seriously half to 40% of the ranger’s damage, and even a larger proportion of his burst capacity) be constantly made inactive.
No other class needs to have its damage halved like that because they just switch to range if they need to wait for a heal and maintain full damaging capacity.
Even worse, the ranger has no cleaving because most pets do not do conal cleave damage like melee weapons, only the ranger himself who is half of the total damage. So half of his damage is already restricted to a single target whereas a warrior and guardian and mesmer can melee to full effect.
I actually pretty much agree with all of this. Even the solution is solid. If pets holding aggro is an issue, make them stop. Simple but good.