Showing Posts For AlphaK.9486:
I feel like simply adding gliding in its current state will discourage melee based attackers and those with little to no ranged damage/cc.
What if we had a special action like this:
Fire Mist Issued Flak Cannon (1200 range):
- Appears when targeting an enemy that is gliding.
- Does light damage.
- Damage is increased 3x if enemy is hit from behind.
- This special action disappears 2 seconds later if a gliding target is lost/not reacquired.
This would give some minor basic ranged abilities to allow even melee based builds to participate. Ranged builds can still opt to use their own abilities/cc to down gliding targets if they want. It would also help keep roamers from attempting to use it as a quick getaway when low on health near cliffs/hills/etc.
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I went ahead and tested after the battle and I was able to replicate the issue. It’s not 100% but the platform I’m on the picture seems to have the persisting Sulfur Water debuff issue when transitioning from the water to this platform very often although I was able to get to trigger on a few other platforms occasionally.
If you get this bug, as a workaround, jumping in place fixes the issue and the debuff will stop ticking like its supposed to.
During the fight, I seem to take sulfur water damage on some platforms even though they are up. I am literally going down surrounded by zerg only to go down again moments after I am picked up. Hilarious, but a bit frustrating after awhile.
Has anyone else encountered this bug?
The Ascended Mistforged Hero Weapons you can buy from the skirmish vendor with Grandmaster marks are missing the infusion slots that ascended weapons are supposed to come with.
I noticed this after I started getting better with the shortbow/axe condition ranger. It can completely mess up the flow of weapon swap rotations after placing traps which can cost you in raids.
It would be good if anet could fix this issue.
The EU guild Wums finally posted some footage of their successful meta completion and I have to say it does seem like that strategy is quite the way to go. If everyone goes to dps his face and avoids the rocks, you can pick up the stragglers that get hit by a rock or two and you keep him from running all over the place.
If we can get PUG’s to do this, I think will see an increase in the number of lanes successfully killing their Chak Gerent.
Hmm, that’s interesting.
Almost all commanders I’ve dealt with try to get people to break the cc as soon as possible no matter what phase. I imagine it’s gonna take a while to convince people to hold back on cc in phase 1 and 2.
Because if your strategy is heavy on melee then they have an easier time dodgin the rocks than not dieying in the blue goo.
Btw.. they health pools are not so over-sized if you can complete the side events multiple times to get a damage bonus.
In fact on our successful Gerent kill with WUMS-Guild I was on Nuhoch lane and we had enough overcharges to possibly have killed him in phase 2 already if we had gone all in at that time.
We also had far over a minute time left after ours was dead to walk over to an adjacent lane and join in on finishing off theirs too.So key to depleting his HP-Pool is to complete as many bonus events as possible in the burrow phase. If you are super good at that you won’t need 100% insane berserk melee peeps to win this.
I’m curious. Did you avoid breaking his bar for that kill?
I do wonder if that is the optimal strategy since even though you don’t get bonus damage on the cc break you keep him still for the entirety of phase which is hugely useful for staff elementalists although you would probably need a block or two to cast firestorm.
Na, I wasn’t the commander in the lane. Just one of the numerous staff elementalists in the lane.
Yeah, the Gerents attacks aren’t that bad. It’s unfortunate that the fight is mostly about completing the lane objective bonuses, and pushing alot of dps on Gerent right after the group breaks the cc bar.
I was there in Ogre lane too, so this makes it the second lane I have participated in that has killed Gerent. It stinks that every lane has to push great dps when there are so many player involved factors.
You and me both. I too have been in a lane that successfully killed their Gerent. However, I think the item is given in the chest for when the meta event is complete which is frustrating because I feel like I’ve mastered the event as far as my own personal ability goes but I can’t make others play better(use proper builds/equipment) other then giving advice and hoping that at least some pugs will utilize it.
In any case, the achievement text should be revised to indicate completion of the meta is required.
Their is a pact npc in the mists that you can talk to fix this issue. They should be fairly close to the vendors.
As posted elsewhere, believe it is very likely that it’s not the ‘transition of an area’ but actually the ‘level change’.
I didn’t consider level change as the Mastery bar hides it away, making it difficult to see what you downscale to. Interesting
Level change definitely causes the issue. You can see your effective level on the hero panel in the upper right corner.
Its easy to reproduce, just find the boundary where your effective level changes. Activate a upkeep skill such as “Impossible Odds”. Cross the boundary where your level changes and your upkeep skill will disable itself.
I find this is issue to be mildly irritating when running open world on a Revenant.
Yep me too.
The vendor is located right around the middle of HOTM and is named “Vigil Tactician [Specialization Achievement Repair]”
I leveled in the tutorial instance too and they didn’t unlock so I’m guessing its an issue with instanced area’s.
I understand what you mean although I don’t think a person should necessarily limit their suggestions over perceived difficulty of implementation(excluding unreasonable/crazy idea’s or suggestions).
If a developer does go with an idea or suggestion in this topic, I have confidence that they will if necessary scale back and adjust the implementation to fit the constraints they are working with.
In any case, if they do happen to see this topic, I just want them to think about how far they can go with our suggestions with it, even if they choose in the end to simply make it a simple toggle with no other adjustments.
I would settle for just an on/off toggle
This is the best and only option. Permanent would be silly. Never would also be silly. A toggle would be fantastic. <3
The only problem with a simple toggle is that in zergs, I feel full health (or close to full) players are gonna block out too much with their healthbars. This would need at least a 90% or lower health display threshold to help prevent a “sea of green”.
Thinking about it, a toggle ally healthbar hotkey with a config option to set the health display threshold when the toggle is on would be ideal, no? Every player can set it to their preferred threshold which would also useful to other classes (Revenant Ventari, ect.) that may be more about sustained healing or the like.
I don’t understand the “Play the Game, not the UI” stance when it comes to healing players. Sure it makes sense in terms of enemies who have telegraphed attacks and abilities but players/allies don’t telegraph their health visually and I think I have only heard a low health VO from another player once in a blue moon, not that it would help in a zerg like situation.
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My experiences on a healing druid in Beta were lacking because of certain problems with it.
1. Its cumbersome to find a player or a group of players who need healing because it takes too long to find them via mouse.
This is somewhat mitigated in parties and squads due to health bars in the party/squad UI but this presents another problem. It forces you to find a low health player on that UI, then you need to find the player on the map, and then you need to target/position and heal them, all while avoiding damage. Due to the way damage spikes in this game, you’ll be lucky if they are still around by the end of all those steps. This means the best strategy is to simply stack up and push continuous heals which feels to me is less engaging and also presents an additional problem in Raids due to the 5 target cap.
2. Their is nothing to aim for in the open world as a healer because its difficult for the player to get feedback when healing big/zerg groups.
Sure, you get to see pretty green numbers but outside a party/squad, you can’t tell if your healing players who are almost dead, those at almost 90% or more health or somewhere in-between. A option for a visual healthbar for players/allies on the field would give players a visual indication of how they are healing and allow the player the feeling of accomplishment when they burst heal a 20% health group up to 100% just like the feeling dps players get when they burst down a mob from 100% to 0%.
In an MMO, it’s important for a player to feel like their accomplishing something and not just spinning their wheels which feels like is an issue with the druid at this time.
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Those two issues (assuming I’m not forgetting something) and the major reason in my first paragraph are a big reason why visual health bars on the field especially with tweakable thresholds would be a great and necessary addition to the game.
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As an optional setting, perhaps they could add a hp threshold that shows an allied player/entity’s hp bar on the field only when their health falls below that threshold like say 90% or so.
Bonus Developer Points: Allow the player to be able to tweak that threshold anywhere from 0% to 100%, then everyone can pick when they want hp bars to show up.
It’s possible but I believe it has to be done by a moderator.
Charged mist is a weird one, it is only supposed to activate when you drop below 50 energy yet you were getting might occasionally when using a skill below 50 energy. When I tested using shiro heal, allowing energy to come back up to 50 and using riposting shadows I was able to get 4 might in under 7 seconds.
Theory time: I think that this trait is a unshown buff that grants might when energy is below 50 and when a utility skill is finished casting that is reapplied every 7 or seconds. However if energy ticks back above 50, it is immediately reapplied allowing you to stack might if you juggle skills around the 50 energy mark.
This would explain the odd behavior in your video. In any case, charged mists is a bad skill anyways since it forces you to utilize skills in inefficient manner that is counter productive to actually damaging enemies and I firmly believe its needs a redesign especially since it is a GM trait.
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And well, sword 4 is not “fixed”, Roy said he took note, but should stay pending.
- Sword 3 – skill cancels itself if targeted enemy is next to a wall/obstacle
- Sword 3 – character has a tendency to bug out if skill is cancelled by weapon swap/cc
- Sword 3 – skill can follow target through the Mesmer skill portal
Sword 4 – block doesn’t work properly as it doesn’t block all attacks[Fixed Internally] - Sword 5 – skill often fails to pull target
- Hammer 2 – Skill sometimes is obstructed by the terrain and fails to hit targets at max range despite graphics indicating it should hit
- Hammer 3 – Skill fails to hit targets below and above character at max range despite target circle indicating a valid range.
- Hammer 5 – Stowing this skill puts it on full cooldown and causes the animation to play 2 times where the second animation comes off 3 seconds later
- Vengeful Hammers – Skill deactivates when the hammers hit a wall/obstacle, which also applies to the Reflexive Summon trait
- Vengeful Hammers – Swapping legends at the end of the cast allows you to keep 1/2 vengeful hammers at no energy cost.
- Rite of the Great Dwarf – Canceling this skill prevents any skill usage for 2 seconds
- Phase Traversal – This skill doesn’t teleport when out of range, but still moves the character forward a little and consumes energy
- Jade winds – This skill can be used to stow over and over as the energy part kicks in only when the cast is actually finished
- Jade winds – Jade coating effect persists after stunbreak.
Jade winds – Can cancel skill repeatedly to gain might[To be fixed] - Empowering Misery – This skill goes on full cooldown when interrupted
- Impossible odds – Quickness gained during skill does not seem to speed up stomps (Perhaps due to how quickness is reapplied during skill?)
- Unyielding Anguish – This skill does not displace enemies that indirectly step into the field(Teleport, shadowstep, ect.)
- Protective Solace – This skill remains active after legend swap and in certain cases, the shield will remain after getting downed and not require energy to maintain.
Extra Information
Detailed post on Hammer bugs: https://forum-en.gw2archive.eu/forum/professions/revenant/BUG-Hammer-Skills/5360513
Detailed post on getting stuck with Sword 3: https://forum-en.gw2archive.eu/forum/professions/revenant/BUG-Revenant-sword-3
Post any issues you have with the revenant and I will update the main post when I get the chance.
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Probably best to create a new thread detailing Revenant bugs. I’ll put one up and try to update over the weekend.
Its probably not a bug. Most people assume this was an intentional change to prevent players from seeing sylvaria revenant animations before they were finished last beta, but it seems they forgot to re-enable it for revenants this beta.
Awesome, Thanks Roy.
Sounds like those charging mobs in Maguma will finally get whats coming to them next beta.
The trait was removed because it broke the skill queue pretty much any time a skill was used and they currently don’t have a fix for that so they decided to scrap the trait.
Sword 3 currently has no evade on it. Damage feels a little low so I believe evade during use would be justified, that or a damage increase to make timing it right rewarding.
Attempting to block too many attacks with off-hand sword 4 causes some to go through making the block rather pointless in some situations.
Video showcasing the issue from user skowcia: https://www.youtube.com/watch?v=hT4ohqeeXqM&feature=youtu.be
What i know is that block is bugged and you can bypass it with attacks.
Proof https://www.youtube.com/watch?v=hT4ohqeeXqM&feature=youtu.be
Yeah, that bug got me downed a few times. Seems to occur when a large amounts of hits from an enemy/aoe occur during your block, probably something to do with the code responsible for registering an attack against the block and allowing use of the followup immobolize.
Thanks for the explanation, Roy. As a software engineer myself, I find these kind of issues interesting and understand the difficulty of fixing a problem connected to multiple systems without introducing potential new issues.
In any case while the Revenant is a little rough around the edges at the moment, it will be interesting to see how the design and balance of the Revenant evolve from developer interaction and player discussion in these coming months.
I had sent a PM awhile back detailing the issue to Roy. He replied today that the issue has been fixed internally though I don’t know whether he meant the “Swirling Mist” skill queue issue by itself has been fixed or if the queue and its issue with cast/summon skills has been fixed.
At the very least, the Revenant should feel alot better to play using the invocation traitline without having to spam skills now.
Thank you, Roy.
I have a good hunch that all the traits that cause a cast/summon create issues with the skill queue. The prime offenders being “Swirling Mists”, “Static Discharge”, and “Illusionary Inspiration”.
I suspect that while being auto casted, these are treated as a skill added to the skill queue after the first skill is pressed causing the second skill pressed to be ignored as if you were attempting to queue a third skill with the first skill + autocasted second skill from trait.
I figured it out. The invocation line first trait “Swirling Mists” is the problem. Using a skill summons an orbiting globe of mist when you spend energy. This extra effect counts like a skill in the queue eating up the second skill that was queued.
It should be noted that the engineer trait “Static Discharge” has the same issue with the static discharge being placed in the queue and canceling out the second queued skill. (Note: It’s likely that any trait that causes a cast/summon creates this issue! It would be a good idea to review any traits that cast/summon and confirm the behavior.)
This is however a much bigger problem with the Revenant since the trait “Swirling Mists” is unavoidable when taking the Invocation line.
I really hope we will see this fixed in the next beta.
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Yeah, I reported it too in the Revenant forums. It’s getting looked into.
https://forum-en.gw2archive.eu/forum/professions/revenant/Revenant-Skill-Queue/first#post5272397
^I get that one alot too, probably should get its own post. I’ll see about posting this bug in the bug list thread for visibility.
I decided to check the other weapons as well. None of them allow you to queue a skill into another before the cast time of the currently used skill is finished.
Does anyone think this should this be reported as a bug?
I haven’t checked other weapons besides Mace/Axe, but is it intentional that none of the skills can be queued into another one?
Just to be clear what I mean with an example:
I use Mainhand mace skill 2 and right before the cast time ends I hit Mainhand mace skill 3, however when skill 2 ends, skill 3 never starts casting.
I’ve tried other combos but none chain into the other unless I wait until the cast time finishes before hitting the next skill. I’ve tried Warrior and Elementalist and they don’t seem to have this issue mostly. For example, I can chain Elementalist Glyph of Storms -> Ice Storm with no problems.
I feel that this contributes to the Revenant feeling clunky unless I am missing something.
I always felt that the Search and Rescue skill was kinda weak in both effectiveness and execution.
I kinda wish the skill worked this way:
Basically you use Search and Rescue and the pet finds and begins healing the downed ally. When the pet starts healing the downed ally, the Search and Rescue skill flips to Rescue which when used shadowports the pet and downed ally to the rangers location.
This I feel would both be fun, effective, and match the skills theme, plus who doesn’t like to rescue people from normally doomed situations like a zerg, deadly aoe, ect.
The boss hitbox has been bugged for awhile and its now directly on its head so as a guardian, I believe your only choice is to use a scepter to get the necessary range to hit the boss.
“Anomaly: Unlike most stun break, this skill will be disabled for a short time after getting knockdown.”
http://wiki.guildwars2.com/wiki/Lightning_Reflexes
It has been noted before, and I do think it is odd that this stunbreak can be disabled for a short time like that.
Probably another limitation anet simply forgot to remove when they adjusted skills.
I think the game is confusing the functionality of the human racial skill as if we were an engineer.
The toolbelt version of this skill. (AOE Targetable)
http://wiki.guildwars2.com/wiki/Blessing_of_Kormir
Note the positioning of the skill as utility 1. For an engineer, Toolbelt skills go like this
F1: Heal Skill
F2: Utility 1
F3: Utility 2
F4: Utility 3
Your utility 1 is Blessing of Kormir and if we were an engineer, the F2 spot is exactly where the toolbelt skill would go. Coincidence? I think not!
The above is probably the cause of the bug, whether Anet fixes it or not is up to them.
BTW, I advocated a proposal to change AOE based pet skills to be AOE Targetable. I think many players would enjoy the flexibility of such a change.
I feel that these idea’s haven’t got much focus but are undoubtedly great idea’s that don’t involve much work but would greatly help rangers.
Allow the current functionality of “Signet of the Beastmaster” and “Fortifying Bond” to be inherit abilities of the Ranger Class.
If we and the pet are described as working as one(Sharing damage in this case), then it makes no sense that we have to trait just to be able to share in boons and the use of signets. With the traits now free, we can create functionality that will benefit us in groups, an area we are weak in.
Allow the ranger the ability to make the pet dodge/blur(F3:Return to Me) for 3 seconds with a cooldown of 6 seconds(cooldown begins at start of blur for downtime of 3 seconds).
By using blur, we give the pet a way to evade that is in the players hands that can help the pet when both fighting and retreating. (For example, need a quick way to make the pet evade and keep attacking? Simple use F3->F1 in quick succession)
Bonus points if Anet can find a way to incorporate a pet endurance bar into the mix instead of straight cooldowns.
Consider reworking some skills to make them more active and interesting.
Lets take “Search and Rescue” for instance. It’s a fairly boring skill that can be occasionally useful but risks the downed player and the pet due to the speed of the revive. Now, here is a functionality I quickly brainstormed.
Search and Assist: Runs to the nearest downed player and revives them at a slow speed.
Rescue: (Search and Assist flips to this when the pet begins healing a downed player) Upon activation of this skill, the pet and downed player are shadowstepped to the rangers current location.
As above, we have just created a niche for a Ranger that allows him to move a downed player out of a potentially bad situation. Much more creative then the current skill.
Another skill that is lackluster, is “Protect Me”. While it is useful, it shares base traited functionality with “Signet of Stone” with the added bonus of potentially killing your pet. Why not expand the functionality from a selfish use to a party based use?
Protect: Instead of attacking, your pet will protect the current lowest health party member by absorbing all damage they would take. (Defaults to the Ranger if everyone in the party is at 100% health or the ranger is not in a party)
Now the above skill is much more interesting since if someone is struggling to maintain health, the ranger could use this skill to their party members benefit.
These skills were just simple examples of skills where changes could make them much more fun and interesting for rangers and party members alike.
I framed these ideas from the feeling that Anet shouldn’t only look at number tweaks for the ranger but go further and examine base functionality where pet problems occur and figure methods that can be used to help the pet survive and contribute all while promoting skillful and tactical play from the ranger player himself.
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Devourers are an easy fix.
change the F2’s to something else that don’t suck… (you have a channel bleed, which people just dodge, a bloody copy of the Shortbow 2 ability, only its harder to land, and a Poison Field that takes forever to fire off and by the time it lands, the person has already moved) Give them something else….My Suggestion Would be CC oriented, That stun for example that the underwater one gets..You could remove every single Devourer and just have that one, and it’d probably get used some..
But anyway…increase Devourer range to 1500 ….Like longbow, Give it a 20% chance to do a Stack of Torment per hit….It’d actually be a decent pet then..
Would be more fun if they did AOE damage… AOE poison, AOE bleed, AOE something… and we get to choose where the skill lands, then we can atleast guide/herd the enemy in the right direction, and it would also help us in general gameplay.
a way to distinguish pet F2 skills with AOE targeting from normal ones is to simply give it a yellow targeting circle instead of green.
We get more AOE, better control of skill and overall, better F2… i call that a win win win.
Me and Vox posted on this about 300 posts ago on this very thing. If we were allowed to manually target pet f2 aoe based attacks, it would be a good way to create some decent depth for the ranger especially in pvp/wvw. I think these ideas are something that could reasonably be done if rangers could get behind this.
@Vox Hollow
That’s a nice idea, especially for drakes. It would greatly increase our mindgame potential and help prevent f2 misfires.
It’s a little more complex but the ranger could definitely use some more complexity in gameplay as it stands. The depth it provides would be a nice start to ranger improvements.
Proposal Overview – Make pet f2 based AOE skills AOE Targetable
All pet f2 AOE based skills will now allow the ranger to target the cursor location and the pet will run to the targeted location to cast the pet f2 AOE based skill.
Goal of Proposal
Currently, when an AOE based f2 pet skill is used, the pet runs up to the target and then begins casting the AOE pet skill. While these skills work, pet pathing issues, accidental cancels, targeting issues, and inflexibility make the pet skills hard to use and don’t allow fancy tricks. This proposal will alleviate some of the above issues, and allow for more interesting f2 AOE usages.
Proposal Functionality
While it makes pet f2 AOE based skills slightly harder to use, this would make them far more functional and flexible making for more interesting uses in both PVE and PVP. This proposal makes the use of the skills less static and promotes skill based combat.
One possible instance of this proposal proving useful would be where you are being chased by an enemy(s). You target your wolfs AOE F2 fear ahead of you so that by the time your wolf is done casting the skill, your enemy(s) must dodge or stunbreak the skill to continue the chase. In the current functionality, your wolf will run up to the enemy before attempting to cast the skill and the enemy(s) will simply run past him out of AOE range during his cast making it far too easy to avoid.
Another possible instance would be that you know that an enemy(s) is/are about to run around the corner but you can’t target him/them. With this proposal you can command your pet to use his AOE f2 by the corner and catch them just as they come around.
As you can see, the possibilities are massive, and this would be a great QOL change for ranger pets of this type.
Associated Risks
Low/None. This will mostly increase our options when using these types of pets. Since the pet based f2 AOE based cast times tend to be 2-3 seconds, I feel they would already be fairly balanced considering that in the current iteration they tend to be hard to use which I believe makes them underpowered. This proposal from a coding standpoint should be relatively straightforward and easily implementable within a small timeframe and requires no art or asset changes.
Please let me know if you like my idea. Thank you.
Proposal Overview – [PVE] Longbow Range Damage Modifier Removal
I propose that the Ranger’s Longbow have its range tiers for damage removed.
Goal of Proposal
Currently the Ranger’s Longbow has its damage determined by the range you use it at. This functionality damages its ability to be used properly in group situations or worse, it encourages players to use it at the detriment of the party and the player loses the benefit of buffs from his party. Removing the ranged tiers and simply allowing the full damage will allow the ranger to use the Longbow like any other ranged weapons increasing party viability and allowing the ranger to be more flexible in group situations.
Proposal Functionality
Even at max power, the Longbow is still weaker than other melee weapons and is relatively risky to use in close combat. This fits with the melee/range dynamic of GW2.
Associated Risks
I feel that this is a low risk proposal. In PvP/WvW, while the longbow would be more damaging in close range due to its autoattack, it lacks longlasting defensive utility in close range. This proposal should have relatively little impact on fights where the enemy can close the distance.
Proposal Overview – [PVE] Integrate Signet of the Beastmaster/Fortifying Bond as inherit traits of the Ranger Class
I propose that the ranger should automatically have the functionality of “Signet of the Beastmaster” and “Fortifying Bond” as part of their base class functionality. The trait functionality of the aforementioned traits should then be repurposed to expand on the base functionality, perhaps expanding affects to allies and the like.
Goal of Proposal
The current problem with these traits is that to allow the ranger to have basic signet functionality or to allow the pet to receive boons especially given that they share a large portion of our damage, we have to trait 30 in Marksmanship and take “Signet of the Beastmaster” and 15 in nature magic respectively. This limits build options and given that the ranger and his pet are described as two units working together as one. It strikes me odd that we would have to trait so specifically just to use signets ourselves or have the ranger/pet both benefit in a group or party. This proposal opens up signets for use by any ranger build at any level and allows any ranger build to benefit from boons equally.
Proposal Functionality
Since the Ranger now benefits inherently from these traits, balance no longer has to be considered for only rangers who took these traits. The class theme now makes far more sense, since we now work with the pet in both signet use and boons from the get go instead of being restricted to traiting for it specifically.
Associated Risks
I feel that this is a low/medium risk proposal. Balance should be considered carefully when buffing specs that don’t rely on power or the like(Condition for instance). Depending on what you do with the original traits, and what you change could move balance in different ways.
Your idea is very similar to mine. My idea(In a nutshell) is as follows…
Ranger Damage: 90%
Pet Damage:10-15% (Full Utility pets would be around 10% while High Damage pets would cap around 15%)
The pet skills with the exception of the F2 would be reworked to be like the Moa form from Mesmers “Polymorph Moa” elite where each of the attacks will lunge.
As long as the pets close enough to attack, it will hit. This change turns our pet attacks into steady dps where its reliable (Just strafing is not enough to avoid) but vulnerable to control skills (Cripple, immobilize, ect).
F2’s work the same. High damage pets that have damage based F2’s despite having a lower autoattack damage coefficient should still be allowed strong f2’s (Similar to their current damage as of now) especially given that they are telegraphed. That would also help create balance between Utility vs Damage pets and keep f2 based traits relevant.
This would however de-emphasize the BeastMastery traitline, I leave it up to Anet to figure out how to make that traitline more viable and usable, though perhaps your method of allowing the pets to give more boons could be utilized through Beastmastery traits.
About time. It looks like the programmers finally took some time to take a stab at it and managed to come up with a solution.
Now if only they would allow us to target AOE pet skills at an area instead of having the pet run up and center the effect around the pet target. Hmm, CDI suggestion pehaps?