4. Pets
- I. Pet Skills
- II. Endgame Survivability
I. Pet Skills
’inf’
Pet F2 skills are not responsive during combat
The pet cancels the player initiated queue for f2 skills
This results in players spamming their f2 buttons to get their pet – maybe – to use it
Pet fails to target the players target for F2 Skills, simple firing straight ahead on no target
Pets are not turning towards their targets for F2 skills, they fire it on the position where the target ‘was’ once the cast animation started (with 3-5 sec cast times on certain pet skills this results in very frustrating situations)
If a target is out of range out of the pets field of view once the f2 cast is finished the skill is fired regardless of the invalid target, setting the skill on cd, without any effect (executing skill effect is cancelled by the pet)
Unlike certain NPC’s Pets are not able to cast attacks while moving.
/’inf’
’sug’
Force F2 use on player input – interrupt any other ability
let pets move while attacking, at least with their basic attack
let pets turn towards their targets during cast animations
/’sug’
Drakes:
’inf’
Drake Pets won’t use Tail swipe – regardless of the amount of hostile targets
Some Reports also state drakes also don’t use Chomp to heal themselves
/’inf’
Birds:
’inf’
Swoop is hitting the target twice, resulting in ridiculous damage spikes
/’inf’
Armor Fish
’inf’
Stunning Rush’s cast animation moves the fish 600 away from its target then charging the prior starting position.
Hostile npcs are either following the fish, so the attack misses, or are targeting the player – same result
/’inf’
’sug’
Remove the pre charge back draft animation
/’sug’
II. Endgame Survivability
’inf’
Ranger pets are not optional; this is the very first lesson a player has to learn while progressing to master the profession
The pet is a huge factor on rangers performance, both support and also dps wise
Guild wars 2 is designed with the players ability to dodge out of attacks in mind, yet pets are unable to do so. They have to grin and bear with it.
For 1v1 pvp fights or solo pve this is no big deal and can be handled to a certain degree
Yet the game has more to offer than just solo gameplay
Spvp, Large Group Events, WvW and explorer mode Dungeons, the long term motivation in GW2
In other words a lot of AoE, tons of debuffs, and a lil pet whining, since it’s about to get his * kicked –again and again
Simply calling the pets back to the ranger won’t save the pet anymore in various scenarios
Some explorer route dungeons leave the players running on for dear life, tip toe ing between red circles everywhere – with the pets almost permanent dead.
Since the pet swap cooldown is 60 sec if the pet dies, this results in a huge deficit on rangers performance in group gameplay
There are many suggestions on how other games bypassed the pet problem, but most of them won’t fit in GW2’s system, without breaking the game balance
The game has collision detection, no single target and aoe attacks, a flat – % dmg from aoe is out of the question.
Bumping up pet survivability would turn them into dungeon tanks, this won’t fit the role concept of GW2
Tuning down pets and transferring the performance difference to the ranger is a possibility, yet it’s not on par with the profession design focusing a lot on pets.
/’inf’
’req’ Open question on dev’s plans how the rangers pet is supposed to fit into the games group gameplay?
/’req’
thank you for your time