07 Apr 2007 at 02:17 - 22
Okay, so I finally had some time to spend on trying out the new pet controls... and I can honestly say, that I feel they are perfect. Easily the best implemented improvement I've to seen to date.
My two biggest pre-udate concerns and frustrations with Beastmastery as a whole was:
1.) There was no way to send your pet to attack, apart from attacking
yourself.
2.) There was no way to get your pet to come back.
With the new pet controls, both issues have been resolved.
While it's true, you can't send your pet on attack at bow range (unless you fire on a baddie) once a group of foes are in melee range, you only have to lock your pet on a target, and watch as it runs off to attack. This opens all sorts of options for you equipment usage as you are not limited to auto-attacking so your pet can stay on target. My favorite so far is a +5 energy sword with a +30 hp mod and a +30/+armor vs damage shield. I don't have to attack, I can stay out of damage way, I can keep an eye on what my hero's are doing, and I can contribute to the party in other ways. Granted, I've not completely explored the new found utility... but rest assured it will be something I'll be delving into deeply. I've also noticed that a pure beastmaster build is pretty light on energy, giving you some additional resources to apply to party utility.
The other issue of getting your pet to retreat on command is also huge. Pets were very weak against things like AoE and kiting, and it's entire possible now to call your pet off attack, re-evaluate your situation, and send it against a better/more likely target. Before hand switching targets wasn't all that precise. Now it's entirely possible to play a beastmaster much like a warrior: Shifting targets as required, picking up unblocked enemy warriors, and getting out of harms way.
I'm very impressed with the change, however slight and simple, and will be trying out any number of new options.