Why my Ranger (and her Lizard) is Ticked Off about Nightfall
ChaoticCoyote
After 18 months of asking for pet controls...
...we get "Heroes" who can be directed explicitly via a very simple interface.
ANet could have added another small button under the radar, like the hero and henchman control, so we could set flags for pets. But they didn't.
I'm not asking for super-pets, just the basic ability to say "stay" or "attack" or "go here". The logic obviously exists within the program, because it is there for the henchmen and heroes.
So why does ANet continue to devalue having a pet? Heroes don't require players to use a skill slot; I can remove hexes and conditions from heroes, but not from my pets.
Quite frankly, Heroes are nothing more than uber-pets. And it seems a bit of a slap in the face to dedicated rangers that *everyone* in the game is given controllable "hero pets", but our actual animal companion is still uncontrollable.
Skill blackout and skills like "Heal as One" imply that the pet is bound to the ranger on a mental level. As such, it makes no sense that I have almost no control over my pet's actions. Heck, my real-world pet Iguana knows to come when called and stay when I tell it to! And I sure as heck don't have a mental link with my lizard...
So why doesn't ANet add a hero-like pet control to the radar?
...we get "Heroes" who can be directed explicitly via a very simple interface.
ANet could have added another small button under the radar, like the hero and henchman control, so we could set flags for pets. But they didn't.
I'm not asking for super-pets, just the basic ability to say "stay" or "attack" or "go here". The logic obviously exists within the program, because it is there for the henchmen and heroes.
So why does ANet continue to devalue having a pet? Heroes don't require players to use a skill slot; I can remove hexes and conditions from heroes, but not from my pets.
Quite frankly, Heroes are nothing more than uber-pets. And it seems a bit of a slap in the face to dedicated rangers that *everyone* in the game is given controllable "hero pets", but our actual animal companion is still uncontrollable.
Skill blackout and skills like "Heal as One" imply that the pet is bound to the ranger on a mental level. As such, it makes no sense that I have almost no control over my pet's actions. Heck, my real-world pet Iguana knows to come when called and stay when I tell it to! And I sure as heck don't have a mental link with my lizard...
So why doesn't ANet add a hero-like pet control to the radar?
Omega X
Why don't they just integrate pets into that system and be done with it?
Like you said, henchmen are nothing but uber-pets.
Like you said, henchmen are nothing but uber-pets.
Carth`
Well, if they eventually make pets get DP in PvE they better make them more controllable, or they'll be worthless.
Jessyi
Quote:
Originally Posted by ChaoticCoyote
Heroes don't require players to use a skill slot; I can remove hexes and conditions from heroes, but not from my pets.
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-Jessyi
Skuld
You can't see what hexes (to a less extent conditions) are on the pet though. The hero windows show effects.
Big_Iron
I have to agree. When I first started playing GW, one huge draw for me to create a Ranger was that they can have pets, but you lack real control of your animal. When you're a puller and you have your pet, kiss it goodbye because it's going to get slaughtered by whatever it is your pulling. Now, unless I'm on a B/P team, I never take it with me. Thanks for bringing this up ChaoticCoyote. It's been bugging me for a long time.
ChaoticCoyote
Quote:
Originally Posted by Jessyi
Huh? You can remove hexes and conditions from pets...with a hex or condition removal spell. It's just that easy...
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Any spells that work on "party members" do not work on pets, who are considered "allies". Thus they do not benefit from party buffs or heals.
My dead pet doesn't even show up on the radar!
lightblade
lol...you people should try to train your dog to do stuff...like using the toilet...
Then you'll see how hard it REALLY is to control pet. GW on the otherhand, is very realistic on this.
Then you'll see how hard it REALLY is to control pet. GW on the otherhand, is very realistic on this.
Sluggs
It was suggested long ago to use the charm animal skill for basic pet control, like to call back the pet... wouldn't have needed an UI change and would have made a hell of difference. Now heroes get a whole UI upgrade, and pets still get nothing, it's just so sad...
Big_Iron
Quote:
Originally Posted by lightblade
lol...you people should try to train your dog to do stuff...like using the toilet...
Then you'll see how hard it REALLY is to control pet. GW on the otherhand, is very realistic on this. |
Jeremy Untouchable
I vote yes for pet flags, fetch and stay commands would be nice
ChaoticCoyote
Quote:
Originally Posted by lightblade
lol...you people should try to train your dog to do stuff...like using the toilet...
Then you'll see how hard it REALLY is to control pet. GW on the otherhand, is very realistic on this. |
And every dog *I* know of uses the toilet -- as a drinking dish.
The "animal companions" in Guild Wars are not merely pets. Think of them as police dogs, seeing-eye animals, herding dogs, and other animals who respond to their owners.
Then consider that these pets are psychically "bound" to their Ranger. Otherwise, why would my skills black out when my pet dies? If anything, pets in Guild Wars should be *easier* to direct than a real world animal.
Painbringer
Quote:
Originally Posted by WoodyDotNet
When you're a puller and you have your pet, kiss it goodbye because it's going to get slaughtered by whatever it is your pulling. Now, unless I'm on a B/P team, I never take it with me.
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Linkusmax
I think Izzy once mentioned if he gave more control over pets he would have too nerf them substantially.
elLOCOmutha
I agree, Anet needs to work on pets and implement some of these ideas. Anet give our pets some love! PLEASE!
ChaoticCoyote
Quote:
Originally Posted by Painbringer
When I pull with henchies I usually attack. Then run away clicking in front of me on the ground like a mad man, and the henchies seem to follow me ( as long as they do not get body blocked or stuck ). Every time they get struck or hit with a spell they like to agro, so I just keep clicking. It seems to work about 90 or so % of the time for me. I thought the pet followed me as well, but I guess it has been a long while since I have taken a pet with me so not for sure.
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True "pulling" is difficult; instead of shoot in a target, I tend to catch it on the edge of my aggro bubble and then run like heck, rather than shoot.
In most engagements, I don't pull. Instead, I select (but do not attack) a target at the edge of longbow range, use CTRL-SHIFT-SPACE to send in the henchmen, then fire my bow. When my shots hits, Fluffy (my Dune Lizard) charges into battle.
Mammoth
Quote:
Originally Posted by Painbringer
When I pull with henchies I usually attack. Then run away clicking in front of me on the ground like a mad man, and the henchies seem to follow me ( as long as they do not get body blocked or stuck ). Every time they get struck or hit with a spell they like to agro, so I just keep clicking. It seems to work about 90 or so % of the time for me. I thought the pet followed me as well, but I guess it has been a long while since I have taken a pet with me so not for sure.
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Sometimes it's decent, but other times it's a problem.
The worst example is changing targets mid-fight, sometimes you start attacking one target, then reconsider and go for another, if you start attacking a new target, henchmen will attack the new one almost right away, while the pet will harass the original target for a while after and only change after a period of time (up to 10 seconds? maybe 5 hits? im not exactly sure how long it takes)
On the other side of this debate is that sometimes that can actually be useful, if you want you can send your pet to bother one target, while you and your team harass another. Like you go for the monk, it goes for the necromancer, etc.
I'd say if anything they should be given an option to be attentive (attack only what you do), persistent(attack what you do and stick to it even if you change), defensive (attack anything near the pet's master),or passive(dont attack anything you do, and stay nearby), as far as a flag on the map, it would be nice, but i dont think it's necessary with if you can just tell it how to behave with those 4 options. The heroes have three of these options, which I find is very nice when you dont want to always point them places on the map.
sumrtym
Quote:
Originally Posted by ChaoticCoyote
True "pulling" is difficult; instead of shoot in a target, I tend to catch it on the edge of my aggro bubble and then run like heck, rather than shoot.
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Scutilla
Who says they won't implement something like this?
Gaile did say they were working on improved pet controls a while back (albeit rather low on the priority list), so maybe it's something we'll see in Nightfall. Especially since such a system wouldn't have to be much different from what the Heroes use.
Gaile did say they were working on improved pet controls a while back (albeit rather low on the priority list), so maybe it's something we'll see in Nightfall. Especially since such a system wouldn't have to be much different from what the Heroes use.
ChaoticCoyote
Quote:
Originally Posted by sumrtym
Not difficult at all in my experience. If i longbow/flatbow shot a creature at the edge of range and immediately start backing up, my pet backs up with me instead of chasing what I shot.
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Franco
omg i want to tell my lizard to stay. lol
joking, /signed, I agree with this idea.
A ranger should have control of his/her pet.
joking, /signed, I agree with this idea.
A ranger should have control of his/her pet.
Imaginos
The big advantage that pets have over henchmen/heros is that they do not take any of your drops.
That being said there are advantages and disadvantages to a pet vs hench/heros. Things like taking up a skillbar slot per ability you want them to have/use and just to have them out, also things like them leveling 2x as fast as a player and the extra damage they do.
There probably should be some very basic controls. Something like a mini version of the hero bar. Passive, Aggressive, Defensive, Stay at Flag, Follow.
On another note I always thought it was stupid that my Monk couldn't rez a dead animal companion.
That being said there are advantages and disadvantages to a pet vs hench/heros. Things like taking up a skillbar slot per ability you want them to have/use and just to have them out, also things like them leveling 2x as fast as a player and the extra damage they do.
There probably should be some very basic controls. Something like a mini version of the hero bar. Passive, Aggressive, Defensive, Stay at Flag, Follow.
On another note I always thought it was stupid that my Monk couldn't rez a dead animal companion.
Trvth Jvstice
I agree a beastmaster should be able to have his pet "stay" or "heel" as in real life. I don't think using the flag to send your pet to a certain spot would be realistic though.
From a roleplaying perspective, it makes sense that you could tell henchmen or a hero to move to a distant spot, but you would never be able to tell an animal "go 300 yards east and stand by that tree." lol
Giving your pet a certain attitute makes sense as Imaginos said,passive, aggressive and defensive. Through training you would be able to give an animal that sort of attitude. Kind of like the police attack dog someone mentioned earlier.
From a roleplaying perspective, it makes sense that you could tell henchmen or a hero to move to a distant spot, but you would never be able to tell an animal "go 300 yards east and stand by that tree." lol
Giving your pet a certain attitute makes sense as Imaginos said,passive, aggressive and defensive. Through training you would be able to give an animal that sort of attitude. Kind of like the police attack dog someone mentioned earlier.
wilebill
WoW pets can be set to passive, aggressive, or defensive, which helps a lot.
Rangers have been waiting long enough for better pet control. And while we are on the subject, there is simply no need to take up two slots with Charm Pet and Comfort Pet when one slot would do.
Rangers have been waiting long enough for better pet control. And while we are on the subject, there is simply no need to take up two slots with Charm Pet and Comfort Pet when one slot would do.
Sli Ander
Quote:
Originally Posted by Trvth Jvstice
I agree a beastmaster should be able to have his pet "stay" or "heel" as in real life. I don't think using the flag to send your pet to a certain spot would be realistic though.
From a roleplaying perspective, it makes sense that you could tell henchmen or a hero to move to a distant spot, but you would never be able to tell an animal "go 300 yards east and stand by that tree." lol Giving your pet a certain attitute makes sense as Imaginos said,passive, aggressive and defensive. Through training you would be able to give an animal that sort of attitude. Kind of like the police attack dog someone mentioned earlier. |
Truth be told, I've worked around the whole 'pet delay, while henchman switches target' thing. Oftentimes I and the henchies would switch targets after doing some damage,allowing the pet to finish it off(or at least keep it distracted).
Also(while we're on this topic): what do you guys think about having the pet guard your corpse when you die? Obviously it hurts the team when they let the ranger die(seeing as they are attached), but I've always thought it was cool. They would have to be careful not to let you command your pet when you're dead (by using the ui).
Anyway, thats just my two cents
gr3g
Quote:
Originally Posted by Scutilla
Gaile did say [...]
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MasterThrawn
I totally agree with this. While this is not a useful feature if your just going B/P, it would certainly make the idea of running with a pet more attractive for almost anything else. And it would really help those BeastMaster builds...
/signed
/signed
Trvth Jvstice
I like the mental link idea. I've read many books that have characters that have a link between themselves and their animal companion, allowing them to give more complex instructions or commands. The books are usually about a ranger type person or druidic type.
If Anet would expand the lore concerning a rangers deep connection to nature and his pet, I think using more complex pet commands would be a great idea.
If Anet would expand the lore concerning a rangers deep connection to nature and his pet, I think using more complex pet commands would be a great idea.
Horseman Of War
even if the pet just followed the "all" flag it would be great, having their own special controls might be more trouble than its worth tho. Reading over this thread, I dont know if what people are looking for is 'flags' so much as just better responsiveness overall in accordance to what your character is doing. Flags would be like phase two... Id be happy with just phase one.
Tozen
I agree that the whole beast-mastery system is in need of some love. I would further extend this idea to allowing you to add a "pet" to your team like you can a hero... then we could get rid of charm animal and everyone would be happy. I mean, I guess that ANet doesn't want everyone and their grandmother to use pets in this game, but realistically is a pet with DP and no beast-mastery is going to be an asset to the team?
Phaedra Firesoul
i think this is a great idea. i would love at least a little more control of my pet, considering i play ranger most often.
InSoMnIaK604
If it was up to me I would turn the pets into heroes, with the exception that they only get 4 skills and can only use skills from the "Beast Mastery" skill pool, I would also add pet armour and boosts like claws, razor wings, things like that would be cool in my opinion. V_V
ChaoticCoyote
Quote:
Originally Posted by wilebill
WoW pets can be set to passive, aggressive, or defensive, which helps a lot.
Rangers have been waiting long enough for better pet control. And while we are on the subject, there is simply no need to take up two slots with Charm Pet and Comfort Pet when one slot would do. |
Thus I am totally confused by the introduction of Heroes without any improvement in pets. Surely Koss is far more effective and dangerous than my pet. Since everyone can have up to three heroes, what point is there to pets?
Why is ANet introducing super-pets (heroes) if simple controls would make "normal" pets too powerful? It just doesn't make sense. ANet has addressed the weaknesses of henchmen, so why not do even a little bit for pets?
And no, the new Nightfall skills aren't much help. Only four new Beastmastery skills, and one of those is a spirit, and two are elites. None add any new features to pets.
Of course, my ranger will soldier on. I have effective pet builds, and take Fluffy everywhere, and will continue to do so. I just wish ANet would play fair and give my pet at least a little love.
ShadowsRequiem
Quote:
Originally Posted by ChaoticCoyote
I can't remove what I can't identify, and the game doesn't tell me what hexes, conditions, and buffs are affecting my pet. Heck, I don't even have an indicator telling me that Call of Protection is wearing off... I have to GUESS.
Any spells that work on "party members" do not work on pets, who are considered "allies". Thus they do not benefit from party buffs or heals. My dead pet doesn't even show up on the radar! |
and yes your dead pet shows up on the radar, its a blackened circle just as if u were to died or a henchie.
Former Ruling
Quote:
Originally Posted by ChaoticCoyote
As I understand it from Gaile's past posts, someone (Isaac?) at ANet believes pets are already close to being over-powered, and so they refuse improve pets in any way.
Thus I am totally confused by the introduction of Heroes without any improvement in pets. Surely Koss is far more effective and dangerous than my pet. Since everyone can have up to three heroes, what point is there to pets? Why is ANet introducing super-pets (heroes) if simple controls would make "normal" pets too powerful? It just doesn't make sense. ANet has addressed the weaknesses of henchmen, so why not do even a little bit for pets? And no, the new Nightfall skills aren't much help. Only four new Beastmastery skills, and one of those is a spirit, and two are elites. None add any new features to pets. Of course, my ranger will soldier on. I have effective pet builds, and take Fluffy everywhere, and will continue to do so. I just wish ANet would play fair and give my pet at least a little love. |
Etc, etc etc.
Thats where they are coming from. Its sort of to "balance" out the fact that they otherwise suck.
If Pets were like Heros they would have to have skills comparable on a balance level to those that the heros can use.
Viriato
Agreed, /signed, and for some reason this
really made me laugh. Thank you, sir, and good night.
Quote:
Originally Posted by ChaoticCoyote
Heck, my real-world pet Iguana knows to come when called and stay when I tell it to! And I sure as heck don't have a mental link with my lizard...
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tifaRockheart
Quote:
Pet controls are coming, and those controls will make playing a Beastmaster much, much better. They're actually not that far down on the list of features that will greatly improve the game. James put it this way, "I said that pet controls should not be expected soon so we wouldn't get burned by making any false promises. As I have seen in the past, it is not safe for me to say that things are on the way unless I'm 99% sure of when they'll be done." However, the bottom line is that pet controls are coming, and everyone here believes that DP in PvE should not be rolled out until the controls are in place. |
It’s best to read the whole post to get a better idea, but I just wanted to show that ANet is aware of the need for pet controls and have plans to add it (along with pet DP).
And yes, I know this is a quote from Gaile, but this information is stated to come from James Phinney .
As to why ANet hasn’t added pet control yet when they have controls for npcs is anyone’s guess. My assumption would be that perhaps pets are coded a different way than normal npcs and so in order for them to add in controls to the pets would mean getting deep into the pet code, which would yes be time consuming. Assuming this is true, then at this point in time, with the desire to release Nightfall on time, I don’t think ANet would want to get deep into code to make changes to something that doesn’t need “urgent” (in comparison to bugs and new features planned in Nightfall) fixing, especially when they’ll need to test it out to try to find any possible exploits or bugs after making major code changes.
But as the quote stated, pet controls will happen. We just sadly donno when
dmndidjit
Quote:
Originally Posted by ChaoticCoyote
As I understand it from Gaile's past posts, someone (Isaac?) at ANet believes pets are already close to being over-powered, and so they refuse improve pets in any way.
Thus I am totally confused by the introduction of Heroes without any improvement in pets. Surely Koss is far more effective and dangerous than my pet. Since everyone can have up to three heroes, what point is there to pets? |
Heroes don’t count since you would be fighting against a PvP team with other heroes.
“Balance” only comes into play in PvE when something is way out proportion, like the original 55 monk. While pet controls would make a lot of PvE easier and far more enjoyable, I doubt they would break the PvE game like the 55 monk did. Unfortunately, being able to control and direct your pet more easily in PvP would have a far greater effect on the game, and PvP balance trumps PvE in this game every time. If we are given pet controls, it would most likely come with some severe nerfing of the pet.
unienaule
Just like to point out one flaw in Former Ruling's post. The 1 second res on pets, that's AFTER your skills were disabled for 10 seconds because of your pet dying. And the one that resurects all pets in the area, Revive Animal, has a 6 second cast time, if you had someone else use it for you. So pet ressing isn't actually overpowered.
Curse You
Quote:
Originally Posted by ChaoticCoyote
As I understand it from Gaile's past posts, someone (Isaac?) at ANet believes pets are already close to being over-powered, and so they refuse improve pets in any way.
Thus I am totally confused by the introduction of Heroes without any improvement in pets. Surely Koss is far more effective and dangerous than my pet. Since everyone can have up to three heroes, what point is there to pets? Why is ANet introducing super-pets (heroes) if simple controls would make "normal" pets too powerful? It just doesn't make sense. ANet has addressed the weaknesses of henchmen, so why not do even a little bit for pets? And no, the new Nightfall skills aren't much help. Only four new Beastmastery skills, and one of those is a spirit, and two are elites. None add any new features to pets. Of course, my ranger will soldier on. I have effective pet builds, and take Fluffy everywhere, and will continue to do so. I just wish ANet would play fair and give my pet at least a little love. |
Now just think, your pet acts as an extra party member. They have skills that deal high amounts of damage (80 damage anyone?), can be given 15 damage reduction, and ressurect in about 1 second. If your heroes were like that you wouldn't need to even fight, your heroes would kill almost anything.
Now about the idea of being able to send your pets using the flag system. I am strongly against the idea. When you die, you can still command with the flags. This means you could then send your pet all over the place while you lie there dead.
As it stands, the pets' poor controls balances out their otherwise overpowered abilities.
EDIT:
Quote:
Originally Posted by unienaule
Just like to point out one flaw in Former Ruling's post. The 1 second res on pets, that's AFTER your skills were disabled for 10 seconds because of your pet dying. And the one that resurects all pets in the area, Revive Animal, has a 6 second cast time, if you had someone else use it for you. So pet ressing isn't actually overpowered.
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