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Orbital Strike & Auras - Beautiful Again?!

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Posted by: Nivessa.4258

Nivessa.4258

“Why? Anet want to see that people are interested in seeing beautiful combat skills again, at least on THEIR end. Effect LoD can take care of the rest!”

This is exactly what I’d like to happen. As right now, being a mesmer only player, it drives me nuts that with effect lod on, well animations glitch out and just stop playing properly, phantasms are nearly invisible ever since HoT, phantasm effects disappear (warden/duelist) and many other effects just stop working. That shouldn’t be the case for the caster of the skills at least. When I summon the Phantasmal Disenchanter, I should always see the effect that happens when you cast it, for example. But with this effect lod, so many visuals just glitch out and don’t even play for the caster. And some skills, like Gravity Well never got their full effects back, even with lod off.

I’m hoping we’ll get another option, where they have effect lod off to show full effects for all, effect lod as it is now, and one that gives you the option to see your own full effects.

Thanks for reposting this thread, hopefully something comes out of it.

Game running poorly since winstersday update.

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Posted by: Nivessa.4258

Nivessa.4258

As an update to this, turning shaders to low fixes it for the most part even while everything else is on high/ultra, but this wasn’t the case before as I had shaders on high as well. Any help would be great. I didn’t update anything in terms of gfx drivers or anything else. Just started with the wintersday patch. :/

So after a bit more messing around with gw2 only, I found out reshade was causing the issue. Now autodetect puts all settings at high and the issues seem to be gone. Not sure why the wintersday patch messed with my reshade as I’ve been using it since I built this pc a year ago, but just a heads up to anyone having issues with GW2… Hopefully this gets fixed so I can go back to using reshade.

(edited by Nivessa.4258)

Game running poorly since winstersday update.

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Posted by: Nivessa.4258

Nivessa.4258

I’m on an I7 4790 with a GTX 970, and before this patch I would run high/ultra (low model/char limits) everything and have little frame drops here and there, but after the winstersday update the game is getting lower frame rates and just seems to suffer from slow down. Also, when doing auto detect on graphics settings it is putting most settings to low, even though it didn’t do that before the patch. I tried repairing client and removing the settings saved files so everything went to default, and no luck.

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

Yeah, so after todays patch, where are the human female idles? Been so long without them, and without a dev reply which we were supposed to get at some point. Come on ANet, people would really like to have their characters back. :/

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

So from the Guild Chat, a streamer complained about inventory buttons being too close together, and Anet is going to change it, but yet after almost 2 years and several posts about this, Anet does nothing? And on top of it all, now the female humans left arm bugs out when stopped from an animation, such as running. Just wow…..

Visual nerfs [Merged]

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Posted by: Nivessa.4258

Nivessa.4258

Mesmer only player here, and it’s not JUST the wells that got gutted….

Look at how tiny GS5 is, how fast GS3 disappears, how tiny null field is, how bland timewarp looks and it’s all squished, phantasms are missing shaders and their mist effects on their weapons, mass invis white ring disappears in seconds now, portal looks flat and bland like timewarp and feedback. There’s more too, but the Phantasms and wells are the most obvious.

All of these changed effects across all classes are just flat out awful, and to be honest, they still don’t really help being able to see jack kitten in big battles. But I wouldn’t hold your breath on getting these back…. human female idle animations are still missing for over a year with no word on those ever being returned/fixed.

Goodluck all, anet really likes taking away from our characters time and time again.

Robert fix mesmer phantasms graphics please

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Posted by: Nivessa.4258

Nivessa.4258

Yeah I thought maybe it was because it was adding cripple so that somehow messed it up, but the fact it works sometimes with the trait on is weird. Anyways, hope these bugs get looked into!

Robert fix mesmer phantasms graphics please

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Posted by: Nivessa.4258

Nivessa.4258

Since the specialization update, all mesmer phantasms have begun missing their effects. First off all phantasms (including defender and disenchanter) lost the “mist effects” on their weapons. For example, the swordsman phantasms sword should look like this https://wiki.guildwars2.com/images/5/50/Whisperblade.jpg but instead, it’s missing the mist on the weapon, same goes for all phantasms. That bug also effects items like the mist on the Chaos of Lyssa backpiece, etc. A few patches later, the phantasms lost more of their effects in the form of shaders, now they are really faded out looking and in some areas of the game very hard to even see anymore. Hopefully this is something that can be fixed faster than the clones not showing offhands bug.

Also, unrelated to phantasms, but a lot of the trait bugs for mesmer have been fixed, but the new Greatsword trait makes the knockback on Greatsword skill 5 fail sometimes. When you don’t have the greatsword trait running, the knockback works every time, put the trait on, and it starts failing randomly and just knocks the enemy over in place, instead of doing the full knockback.

Almost forgot, as a little suggestion… I really liked how you guys made the casting animations on the Chronomancer wells special for each well, is there any way you can do that for the pistol/offhand sword/focus phantasms as well? Since those all have the same casting animation, and even share the same animation as Ether Fest and Signet of the Ether it would be a really nice change to see some variety in the animations.

(edited by Nivessa.4258)

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

This bug has been reported and is currently under investigation. Thanks for your reports, everybody.

So hello…… Anet? Anyone out there…….? Still waiting on a fix for our character animations. :<

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

Adding in my Anet please give us an update/fix this. It’s been over a year now. :/ :\ :/ :\ :/ :\ :S :~(

Stuck in PvP match/queue [merged]

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Posted by: Nivessa.4258

Nivessa.4258

Stuck in pvp match as well, with some of these people in this thread, swapping chars doesn’t fix it. Get us out!!!!! :O

Chronomancer Changes for Next BWE

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Posted by: Nivessa.4258

Nivessa.4258

Robert, how about for Gravity Well you make it so first pulse gives 2 stability to allies in the well, 2nd pulse does the pull, 3rd gives 2 stability to allies, and the final is the float? The float was so neat and special for that skill, and to take it out and just make the final part of it give stability is pretty bland.

Also, can you guys please fix all the trait/clone/phantasm graphic bugs that have been going on since the trait update? So many are still bugged. :<

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

Anet please! :< Just put them back for players and disable for NPCs.

Why does Mesmer feel sloppy in Dungeons?

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Posted by: Nivessa.4258

Nivessa.4258

I really only dungeon on mesmer, and some times thief, but your phantasms shouldn’t be dying every fight. Sometimes it’s tough to avoid, like SE p3 where the dredge with the grenades will wipe them out quickly, but other than that, it’s just placement and knowing which enemies to put them on. Since Warden cleaves, I put it on the highest health enemy, since that’ll be the last enemy going down, my warden doesn’t disappear when a weak enemy dies. With warden, casting it on the enemy that shoots projectiles is also the way to go with it. Pistol you can back up from the stack, and drop the duelist and it should be safe at range from really anything. You don’t need the signet or the % health trait really either. Again, some fights they’ll die, but a lot of it is just placement and whatnot.

(edited by Nivessa.4258)

Fix the female running animation, please!

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Posted by: Nivessa.4258

Nivessa.4258

Yeah, it’d be nice to get our characters back. Running animations, idle animations (big one for me, hate just seeing the same one over and over) and even the noise while dancing (at least for me, my human female char never makes noise while dancing anymore while other races/genders do).

Mesmer bugs 6/23

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Posted by: Nivessa.4258

Nivessa.4258

Duelists Discipline trait says it reduces the cooldown of pistol skillS, but only lowers the cooldown of the Duelist, not the Magic Bullet when interrupting with Magic Bullet. Interrupting with another skill does lower the cooldown of magic bullet.

Greatsword 5 often fails to push back enemies, and instead just knocks them over in place, even on flat ground

Clones created by scepter auto attack/block have no offhand weapons, meanwhile clones created by sword 3/block do.

Phantasms are missing their mist effects on weapons

Clones and phantasms often times play the default player animation on the first attack, instead of the correct animation (warden hacks instead of doing ranger axe5 animation)

Ether Feast heal isn’t classified with any other skills/traits. Couldn’t it just be a clone skill for a reduced cooldown?

(edited by Nivessa.4258)

Mesmer preview: Condi Mes Nerfed!?

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Posted by: Nivessa.4258

Nivessa.4258

Just like at launch, the mesmer will never be allowed to live.

Last patch caused new Phantasms graphic bug

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Posted by: Nivessa.4258

Nivessa.4258

Yay! So happy to see in mesmer notes for the 23rd patch that the offhand/trident bugs are fixed at least. But please look into the missing shaders/effects on phantams as well as the animation issues please? The effects problem just started with recent patch, the animation issue has been there since feature pack 2 I believe when the way players were loaded was changed.

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

Good day. May i ask if we’ll ever get these animations back?

Thank You.

Goodluck, and don’t get your hopes up. I just asked for an update 14 days ago, and throughout the thread many many many others have asked for info on this problem as well. 9 months ago, 9 months since this has been reported. They don’t care, they’ll just keep taking away from our chars til just they just stand there with no effects and no animations and making no sounds (see them removing falling screams from all characters).

(edited by Nivessa.4258)

Last patch caused new Phantasms graphic bug

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Posted by: Nivessa.4258

Nivessa.4258

Since the last patch, mesmer phantasms are now missing some shaders/effect. Their weapons no longer have any of the mist effects on them, as well as items like the Chaos of Lyssa no longer has any mist around the faces while it’s on a phantasm. The mist weapons/chaos of lyssa work fine when displayed on the player and clones, it’s just the phantasms. This is a bug with all the phantasms, even defender and disenchanter.

Posting again, older bugs since feature pack 2 that still have not been fixed.
Clones have no offhand weapons, and clones created with the trident have no weapon in their hands. Underwater clones also have no breathers when created by the trident or spear.
Phantasms and clones also play their first animation as the default player model animation. Examples, sword clone doesn’t leap most of the time, and instead does this sliding hacking animation, not the warriors sword leap. The Warden does a hack animation, instead of the axe5 on ranger. The Duelist shoots with only one pistol, instead of the 2 like Thief unload. They are all like that.

This is playing on a human mesmer if that helps at all, but I know the phantasm graphic bug and the offhand bug applies to all races.

(edited by Nivessa.4258)

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

Anet can we please get some info on this? It’s been a long time since it “being looked into”.

Harmonious Mantras trait bug

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Posted by: Nivessa.4258

Nivessa.4258

It also happens when going downed. When you rally you’ll lose a charge if you were at 3. This bug has been around for a while, just like the bug with clones not having any offhand weapons and trident clones having no weapons. Still waiting for all of these to be fixed. (clone bug has been around since feature pack2)

Mesmer clone offhand bug

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Posted by: Nivessa.4258

Nivessa.4258

Oh and can Signet of the Ether, healing signet, get a sound effect as well? :P

Mesmer clone offhand bug

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Posted by: Nivessa.4258

Nivessa.4258

Since feature pack 2, clones created while using a sword or scepter do not have any weapon in their offhand. The Chronomancer trailer showed them having shields in their offhands, but in the actual stream to show the class they were missing again. Also underwater clones do not have breathers and clones created while using the trident have nothing in their hands. Robert Gee, please fix! :P

Female human only has 1 animation now

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Posted by: Nivessa.4258

Nivessa.4258

It’s pretty crazy that we haven’t heard about this or it hasn’t been fixed. It’s 2015, how hard would it be to code the game to just play certain animations in a cutscene? They could just use the standing animation from the face to face personal story sections even, while having all the idles be out in the open world/combat areas. We’ll never get these back, and our chars will just brush their hair away forever.

Mesmer clone off hand weapon is missing again

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Posted by: Nivessa.4258

Nivessa.4258

It happens with sword mainhand or scepter, no offhand weapons. Also they don’t have underwater weapons or breathers on. Also, clones/phantasms still don’t do any damage to the final boss in Arah Path2.

Mesmer Clone bugs

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Posted by: Nivessa.4258

Nivessa.4258

Another bug with clones/phantasms, they still don’t do damage to the last boss in Arah path2! When you go inside the shield they do 0 damage.

Issues with character art, weapons, or armor?

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Posted by: Nivessa.4258

Nivessa.4258

Human Female
Nightmare Court Robes (Twilight Arbor dungeon light chest piece)
Around the chest area you get tons of texture fighting when you zoom the camera out just a bit. Tried all graphics settings and nothing seemed to make a difference. (tough to get a good screenshot of the glitches but you should be able to see in game for sure what happens)

Also the human and norn female ponytail hairstyles from the gemstore have very poor animation compared to the norn ponytail that came with the game. The gemstore ones are very stiff and have very little movement while the one that came with the game at launch has very nice and fluid animations. Attached screenshots as well.

Attachments:

Mesmer Clone bugs

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Posted by: Nivessa.4258

Nivessa.4258

This was once fixed, and as of Feature Pack 2 it’s back again. Mesmer clones (sword or scepter) do not have offhand weapons in their hands. As well, underwater clones do not have any weapons or breathers.

Also, when shattering clones/phantasms with the “Effects Lod” option enabled, since the wintersday patch in low FPS situations such as large zergs, the clones/phantasms do not shatter properly. They now do the shatter pose, but just get stuck there and hang around for about 5 or so seconds before just disappearing. This was not happening before the wintersday update.

Another issue, there is a thread about it but silence from anyone at Anet, please give us back our idle animation for female characters!

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Something is better than nothing! And this is the “feature” most MMOs use due to pets just not working that well in a lot of these types of games and just hindering class performance. I really hope this issues brought up now and before has caught someones eye at Anet. Even if they don’t put this into the game, at least let us know something is in the works to help all the “pets”/summons in the game out!

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Actually in order for pets to remain useful, they’ll need to reduce AOE damage by 90% and make certain pets not autotargetable by skills like the #1 skill. This would completely revolutionize the pet skills and make certain pets useful again. Until they do that, no amount of armor or extra hitpoints will make the difference. Keep in mind this has been rehashed multiple times by multiple mmo’s out there for years now and the solution is obvious because everything they’ve tried thus far has already been done multiple times before.

90% might be a bit too much, because Anet doesn’t want to split up PvE/PvP so we have to keep a balance in place. That’s why they could test this feature privately and come up with a value that helps but isn’t overpowered in one mode, etc.

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Hey, rant on! :P That’s the purpose of this thread and I would think people would be either for some change or at the least offering their suggestion on how to fix the pet issues, not just with rangers, but with all 7 classes. And as a Mesmer player, who needs their clones/phants up to be doing full damage (and for some utility) I can understand your pain. I have to go into traits I don’t even want to go into just so I can summon faster due to them just dying to a boss in one little aoe. Otherwise I’m stuck with utility skill type recharges and just auto attacking.

I seriously don’t see the issue if Anet did some AoE damage reduction. Other MMOs have the same feature, and I doubt people even knew about it or noticed it was in place. They aren’t going to magically improve the pet AI for any class, so this is the easiest thing they can do.

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Yeah, Nars, I don’t want to see indestructible turret pets either, but something really should be done here. Considering also, several other MMOs have this feature in place to cover poor pet AI/programming.

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Okay, first off, I’m not saying make them take 90% less from AoE, I’m saying Anet could try like 25% privately. If that seems too much they can drop it down to let’s say 15% then if that seems good, release it into the public. They can change the % the pet’s get reduced from AoE’s.

Also, fighting a minion master necro, a mesmer, or a turret eng, you can still kill the player before the pets anyways. Why would you let a mesmer keep making phants instead of just killing the mesmer? Right? I mean, sure take out a duelist to have less damage done to you, but that doesn’t really matter much in a 1v1 fight, because weapon skills are not all AoE’s. When I say AoE’s I don’t mean like cleaves, I mean the giant red circles that go on the ground. Surely you can still kill a phant with any of your skills, right? They would only have whatever damage reduction ANet puts on them for true AoE skills.

Lastly, I get it, you are an amazing ranger, but what about classes such as the necro, mesmer or turret eng who has NO control over their pets what so ever? In WvW do you think it’s fun to be a mesmer or a minion master necro and have your pets wiped out as fast as you summon them and then be stuck auto attacking til you can summon them again for them to be taken out again?

Also, I bring this up (again as others have in the past) due to seven out of eight classes having pets that get taken down way too fast to be useful when there are tons of AoE’s around.

Simply put, reduce the damage from TRUE AoE’s (not cleaves) to whatever Anet decides is a good balance.

I assumed the suggestion was in regards to large fights involving heavy AoE where these ‘pets’ are more likely to get nuked, as that is the only way it would make any sense what-so-ever, as 1v1 battles generally don’t have these implied ‘AoE spikes’. Also to suggest this for the sole purpose of 1v1s would be completely selfish, absurd, and completely unfair/unbalanced. So let’s just toss that whole notion you had out the window. Now we can realize that even outside of those implied ‘huge AoE spikes’, that this rule would still be in effect going back to making those 1v1 fights biased toward ‘pet’ builds. So it is completely self defeating. (Just a heads up, quickly disposing of a Minionmancer’s pets is a very real tactic for 1v1s against them in PvP, if you know what they’re actually capable of.)

Okay, let’s try this again…

First off, how would making the phants having a short invuln period help? Let’s say they put a very few second invuln on the phants, right? So I summon my duelist, or my warden, whatever…. it starts the attack, the invuln wears off before the attack is done and it dies still. What does that solve? Nothing. Even if they had it long enough for the phant to do one attack it’ll just die right after. That doesn’t fix anything. Why even put the invuln on there in first place?

I bring up 1v1 because it’s a simple thing to discuss. Okay, so we have a mesmer with clones and phants, We have let’s say, a warrior fighting that mesmer. Now the AoE damage reduction on the clones/phants will only kick in on what, a hand full of warrior skills, such as some of the bow skills, the hammer adren skill? So what? The warrior with a hammer, greatsword, swords, axe, mace, rifle can still kill the phants/clones just as easy as before, right? Right. So take a class like the ele with a staff, so a few skills do 25% or whatever Anet picks less damage, right? But you have so many other weapon skills that will still do FULL damage to the pets. That is why I said 1v1, it’s easier to discuss than a huge blob of players. I hope you see the point I’m trying to make, is that it’d only affect TRUE AoE skills, being like the Ele Staff 2, or 5 skills. But the auto attack and anything that is not a red circle AoE is not changed.

Also, I don’t care about people bringing the best build to zergs and whatnot, I’m saying, if someone wants to run a dungeon, a boss event, WvW as a minion master, as a mesmer, as a eng whatever the case may be let them. If they are using minion and whatnot as it is now they are punished. And you just proved that point by saying who would bring a minion master to a zerg.

(edited by Nivessa.4258)

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Okay, first off, I’m not saying make them take 90% less from AoE, I’m saying Anet could try like 25% privately. If that seems too much they can drop it down to let’s say 15% then if that seems good, release it into the public. They can change the % the pet’s get reduced from AoE’s.

Also, fighting a minion master necro, a mesmer, or a turret eng, you can still kill the player before the pets anyways. Why would you let a mesmer keep making phants instead of just killing the mesmer? Right? I mean, sure take out a duelist to have less damage done to you, but that doesn’t really matter much in a 1v1 fight, because weapon skills are not all AoE’s. When I say AoE’s I don’t mean like cleaves, I mean the giant red circles that go on the ground. Surely you can still kill a phant with any of your skills, right? They would only have whatever damage reduction ANet puts on them for true AoE skills.

Lastly, I get it, you are an amazing ranger, but what about classes such as the necro, mesmer or turret eng who has NO control over their pets what so ever? In WvW do you think it’s fun to be a mesmer or a minion master necro and have your pets wiped out as fast as you summon them and then be stuck auto attacking til you can summon them again for them to be taken out again?

Also, I bring this up (again as others have in the past) due to seven out of eight classes having pets that get taken down way too fast to be useful when there are tons of AoE’s around.

Simply put, reduce the damage from TRUE AoE’s (not cleaves) to whatever Anet decides is a good balance.

(edited by Nivessa.4258)

What do want in the FEATURE Only Update?

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Posted by: Nivessa.4258

Nivessa.4258

1) Dungeons made to be fun/interesting instead of stack here, stack there, run past this, etc
2) Pets taking lower AoE damage

Of course skill fixes/improvements, but hopefully we’ll get a good amount of that in the big patch.

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

I’d prefer a whole new class of Ranger with no pets.

I’m sure many rangers would, but as Mesmers and Rangers are forced to use the pets, wouldn’t you at least be happy if your pet actually survived a bit longer? They won’t get rid of pets for rangers, but if they changed this that would be a step towards making the pet better.

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

They can adjust them where need be, but something needs to be done here about it. I’m only saying against aoes, no other damage reduction to other skills. Think about all the rangers complaining about their pets being useless/dead all the time. That would help them out a ton and all other pet classes too.

Anet please! About "pets"

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Nivessa.4258

Enviromental Weapons are pets now?

Didn’t say anything about that, I mean the true pet skills/pets of classes. This is a big issue, so post up to help get Anets attention! All the classes, aside from warriors :P need this issue taken care of!

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

I know it’s been a problem, been playing since the beta, but the more people bring it up, the better chance it has of being changed. Being silent on the issues doesn’t help it. So speak up! Pets need all the help they can get in this game! :P

Not trying to be a downer but the forums have been filled with bug reports and issues posted since launch.

Most of them have gone unaddressed.

Just saying – I think you are expecting too much here……

Oh, I probably am, but bringing up issues at least can get their attention, even if nothing changes, it’s better than just saying nothing. This is just such a huge issue and one that could be so easily fixed that they CANNOT come up with an excuse, unlike the mesmer sword 3 skill. :P “limitations” my kitten

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

I know it’s been a problem, been playing since the beta, but the more people bring it up, the better chance it has of being changed. Being silent on the issues doesn’t help it. So speak up! Pets need all the help they can get in this game! :P

Anet please! About "pets"

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Posted by: Nivessa.4258

Nivessa.4258

Seven out of eight of the classes have some form of pets, thief elite, necro minions, mesmer clones, guardian spirit weapons, ranger pets, etc. As a mostly Mesmer only player, I’d like to suggest a “fix” for all these pets in the game. Right now as it is, the pets get wiped out by aoes, mesmer clones and phants are a huge problem with that, due to being half of the classes damage, and I can feel for the other pet classes too with this issue. My suggestion would be to reduce the damage that pets take from aoe damage… maybe by 25% or so? If that’s too low or high then change the value, but the pets don’t move out of aoe attacks, and often just die too quickly to be of use. This would greatly help all these classes when it comes to all the zerg content/dungeons/wvw and make them feel more useful.

Thanks for reading!

~Niv