Weapons
Hunter’s Call (Warhorn 4)
Stops doing damage if LOS (Line of Sight) is blocked (even if you simply turn around). It should be fire-and-forget. Only check line-of-sight once at the start.
Bonfire (Torch 5)
Only hits 3 targets. It should hit 5 targets.
Kick and Pounce (Sword 1)
Auto-attack leaps prevent the use of the basic dodging mechanic. It’s a basic game mechanic, it should not be disabled on auto-attack of any weapon in the game. Find a way to improve that.
Call of the Wild (Warhorn 5)
Can cause the pet to attack. The skill doesn’t have any offensive properties, it only has buffs. It should not try to initiate combat.
Skills
Viper’s Nest
Only hits 3 targets. It should hit 5 targets.
Call Lightning (Storm Spirit active)
Only hits 3 targets. It should hit 5 targets.
Sic ’em
Buff on pet is removed if the pet is given another order. For example, it’s removed when using its special ability (F2) or when changing its target. Unlike the other shouts, it’s always a negative effect if the Sic ‘em buff breaks. Don’t do any checks to break Sic ’em.
Guard
The command to guard the area gets cancelled if the pet is told to do anything else. It’s the same for other shouts. Sic ’m suffers the most from it, but some consider it an issue with Guard as well.
Spike Trap (tooltip fix?)
Tooltip states “Pulses three times when triggered”, but it only triggers once.
Guard (tooltip fix?)
Tooltip states “Command your pet to aggressively guard an area. Your pet gains stealth and protection for the duration of the skill”. The duration is listed as 180 seconds but the stealth and protection are only 10 seconds, so slightly misleading.
Traits
Concentration Training (Nature Magic II)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough. It shouldn’t require combat mode on the Ranger nor the pet. It’s a buff trait.
Compassion Training (Beastmastery IV)
Requires the pet to be in combat mode. The Ranger being in combat mode is not enough. It shouldn’t require combat mode on the Ranger nor the pet. It’s a buff trait.
Malicious Training (Marksmanship II).
Shares the same problem as other training traits: only works when pet is in combat. Very annoying as it doesn’t apply its effects to pet’s first attack/skill when it engages combat. Also fails to apply its effects when using F2 right after swapping pets.
Pet’s Prowess (Skirmishing I)
See Malicious Training.
Expertise Training (Wilderness Survival V)
See Malicious Training.
Mighty Swap (Beastmastery VI)
The pet does not get 6 stacks of might if used in combination with Fortifying Bond (Nature Magic 15 points), which states: “any boon you get is shared with your pet”.
Mighty Swap (Beastmastery VI)
Requires the Ranger to be in combat mode. Adding a 15 second internal cooldown would prevent out-of-combat abuse.
Tail Wind (Skirmishing 5 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.
Furious Grip (Skirmishing 10 points)
Requires the Ranger to be in combat mode. It already has a 9 second internal cooldown to prevent out-of-combat abuse.
Furious Grip (Skirmishing 10 points) (tooltip fix?)
Tooltip says it gives 9 seconds of Fury, but it only gives 5 seconds.
Spotter (Marksman VII)
Requires the Ranger to be in combat mode. Again, preventing it from being applied to the first hit entering combat.
Companion’s Defense (Wilderness Survival 15 points)
Requires the Ranger to be in combat mode. It’s already limited by how often a Ranger can dodge.
Master’s Bond (Beastmastery II)
Stacks are lost when the Ranger goes in or out of the water. Apply the buff to the Ranger instead of the pet and clear the buff from the Ranger on pet swap or pet death.