Section 1 - flaws and weaknesses.
1) Pets are rather sluggish in reaction speed and can take a long time to attack the same target as his master.
You can switch targets and still be waiting for your pet to assist well over 10 seconds later. Sometimes your pet will not attack at all, as happened to me on two occasions yesterday.
Example: Your team kills the enemy monk and then you move onto the next target but then an enemy player resurrects the monk.
You switch targets back to the monk but you can't interrupt him because your pet is busy barking at the hammer warrior who wants your skull smashed into tiny pieces.
Suggestion: Improve pet AI/reaction speed.
2) Although mentioned several times since release, rangers have yet to be rewarded with either a melee or ranged weapon with a beastmastery requirement, or indeed anything other than markmanship.
Example: Players cannot fully spec beastmastery and expertise or beastmastery and wilderness survival because they would be left with no weapon in hand.
We are then left with no choice but to be forced to reduce one of our chosen attributes in order to have a weapon with which to "order" our pets, unless taking a weapon which deals little to no base damage.
As a further example, take monks attributes. They can fully spec in any two combination of attributes for their main profession, yet they can have a staff whatever they choose.
Infact they can choose two staffs and a large selection of wands and offhands.
Suggestion: Give rangers at least one bow with the same stats as any other bow, but with a requirement of beastmastery or expertise.
Marksmanship skills would not be effective using these weapons, except perhaps poison/bleeding skills, which could be applied with any bow anyway.
[String] Beastmasters bow [Bowgrip]
Piercing damage 15-28 (req. 9 beastmastery)
Dmg +15% (when health is above 50%)
[String] Experts bow [Bowgrip]
Piercing damage 15-28 (req. 9 Expertise)
Dmg +15% (when health is above 50%)
3) Players cannot see what beastmastery shouts are currently active, unless it has an obvious beneficial effect.
Example: Not necessary, problem is self explanatory.
Suggestion: Add shouts to the effects monitor.
4) Pet aggro management.
Example: It's extremely difficult to get more than one target at a time to focus on your pet or to stay focused on your pet when attacking more than one enemy.
Suggestion: An increase in pet threat wouldn't be ideal because it would place a great burden on a team who take a beastmaster along (for example, warriors losing aggro to a pet or too much aggro on one target causing trouble for the healers).
A skill to use when more pet threat is needed would however be very useful.
Something like a shout, to make all nearby enemies attack your pet, or perhaps 1...5 nearby enemies depending on your beastmastery rank.
5) Ordering your pet around is practically impossible. Pets only attack what his master attacks.
Example: I can tell my labrador to get in her bed because she's my bitch (excuse the pun) she will do as she's told, but i cannot tell my ingame pet to go attack X with Y skill unless i put myself in harms way by attacking first.
Suggestion: Selecting an enemy and then pressing a pet attack skill should send your pet to that enemy and then the skill should "activate" - much like if i were to press a touch skill (throw dirt), my character would run to that enemy, with the skill pulsing on the skillbar and then carry out the skill.
Alternatively, give a "pet attack" order button underneath the compass alongside the henchmen flags, or aside the skillbar, or even an assigned key which tells your pet to initiate combat with a selected target.
Section 2 - skill suggestions.
1 - Threaten - A shout to cause nearby enemies to attack your pet, as mentioned above.
2 - Natural antidote - A shout to counter hexes and conditions on your pet, perhaps with X chance of removing a negative effect, or to reduce their durations.
3 - Scratch - An armour reducing pet attack.
4 - Feral agility - A shout to give your pet (and his master?) a chance to dodge attacks.
5 - Leap - A skill which makes your pet leap a bows distance to the enemy and knock them down, giving you an element of surprise.
6 - Natural strikes - A shout to prevent your pets attacks from being blocked or evaded, perhaps with a duration or next X number of attacks.
7 - Befriend beast - An elite version of Otyugh's cry. This skill will befriend a nearby animal which will stay linked to you until it is killed or you rezone. Befriended pets do not execute pet attack skills but may be healed, attack your target and inherit the hitpoints, armour and base damage equivalent to your own pet. Befriended pets may be resurrected.
Section 3 - BM related.
The abilty to store pets, so we can have a selection of pets to choose from, rather than having to level another one up again if we desire a change.
The same was done with festive hats, so can we please now have one for pets? It's alot of work to level a pet to 20, much more than standing in a circle with some CCS's in your pocket.
Beastmaster title. You will gain rank 1 in this title when you have charmed and levelled up ten pets to level 20. (Rank 2=20, 3=30 etc.)
Please feel free to comment.
