(Mods, if you feel this thread is more Sardelac-themed than Ranger-themed, you can move it there.)
- 1. Bar Compression for Pet Rez
The problem: The cost of two skillslots just to have the pet present is insanely high. Considering what else you can do with two skillslots, nothing a pet can do is ever good enough to justify that cost. Until this equation changes, pets are going to remain a casual/roleplayer-only thing. One side of changing this equation is lowering the skill-slot cost of having a pet; the other side is increasing the value the pet gives you for its cost. I want to start with how to lower the skill-slot cost.
Folks have been hollering for a veeeery long time that Charm and Comfort need to be compressed into one skill. I've got no idea why a-net still hasn't done this. The need is very obvious. One possibility is that they're simply clueless. The other possibility that I can think of is that adding a rez functionality to Charm is technically difficult for the programmers to do. Let's assume the second possibility.
OK, so merging Comfort into Charm is out. But that doesn't mean bar-compression of the pet rez is a lost cause. We can still compress Comfort into some other skill that people might bring anyway (in a serious PvE build). I would suggest:- Add a pet rez effect to Never Rampage Alone.
- Add a pet rez effect to Companionship.
- Add a pet rez effect to a select few Monk rezzes.
[Edit: To be clear about the monk rezzes. I don't suggest adding a pet rez effest to all monk rezzes. I suggest sticking it on a couple of touch-range rezzes or really sucky rezzes -- probably Renew Life and/or Restore Life and/or Light of Dwayna. Depending how you look at it, this is imposing a cost on the beastmaster in exchange for the bar compression -- use a bad rez -- or it's buffing bad rezzes into better skills.]
There, now you can rez your pet without needing to spend an entire second skill to do so. The cost for "just bringing a pet" has been lowered to "a skill-slot, plus a forced selection of your IAS, self-heal, or hard rez." (And the hard rez doesn't even have to be on the ranger's bar.)
One final thing: To prevent Comfort from falling into total disuse, it should be buffed. I suggest adding condition removal. Something like "...and you and your pet are cured of 1...3 conditions." Ironically, that buff might be good enough for some people to choose to keep Comfort instead of moving to a different pet rez.
[Edit: Also, Heal As One would need a buff. It's pretty obvious that this skill was designed with the thought that "pet rez bar compression for an elite slot is a pretty good trade, so people will use pets now." It's equally obvious that thought was dead wrong. This skill utterly failed to entice people to use pets for serious PvE (or PvP).]
[Edit: As an alternative to adding a pet rez to other skills, zwei2stein suggests making a pet rez consumable. Costs an inventory slot, but oh well. Probably easy to code too.]
Now let's talk about making the pet do more.
- 2. Change the Pet Damage Equation
The problem: Unless you sink a ton of points into beastmastery, pet damage is very, very weak. This tends to strongly discourage people from using pets in "hybrid" builds since the pet does basically no damage. So, it's "full beastmaster or nothing," and folks tend to go with "nothing" since full beastmasters aren't very good in PVE. I'm going to dedicate the remainder of my points to improving full beastmasters enough that someone would want to use them for serious PvE, but first I want to talk about making pet damage worthwhile for hybrids.
Right now, an elder pet is treated as a 17-29 weapon and beastmastery is treated as a weapon mastery. I propose the following change: A pet should function as a slightly weaker weapon (maybe 15-22 or 14-27) with pet-level * 3 mastery, plus a damage bonus of +1 armor-sensitive damage per level of beastmastery. The practical effect of this change is that a pet with no investment in beastmastery becomes roughly equivalent to a 12-mastery sword or spear guy under a decreased-attack-speed hex; and a pet with a high investment in beasmastery becomes roughly equivalent to a hammer guy with the same investment in hammer mastery.
[Edit, just to be a bit more clear. The goal of this proposal is to bring a low-spec pet's damage into line with things like asura summons, vanguard assassins, spirit of vampirism, and even low-spec minions -- all of which do more damage than a low-spec pet right now. The basic idea is that a pet should have its own mastery based on its level, and beastmastery rank should only supply a small bonus on top of that. The exact numbers can be adjusted from there.]
- 3. Pet Buffs --> Party Buffs
The problem: Since the arrival of SY! and Paragons, people have finally realized the superiority of party-buffs over "selfish buffs." A weaker effect multiplied across several allies provides more bang for the buck than a stronger effect for just yourself. Unfortunately for the beastmaster, all of his buffs are selfish buffs.
My solution for this is to change most or all of the pet-buffs into "mobile mini-wards." For example, Call of Protection could become: "For 120 seconds, your animal companion has a 5...17 base damage reduction, and all allies near your animal companion have a 1...8 base damage reduction." Similar ward-ifications could be done for Call of Haste, Feral Aggression, Otyugh's Cry, and possibly Predatory Bond and Symbiotic Bond.
With such buffs, a beastmaster could be strong enough that organized teams melee might think of replacing their current melee support (be that Orders Bitch, Motigon, Commadagon, Wolfen) with a beastmaster.
[Edit: In response to criticisms that this would be overpowered: The idea is to make a dedicated BM on par with the current buff-bitch build options, not better. Probably the closest analogy is the (non-imbagon) paragon with his unstripable shouts. The numbers should be tweaked so that the party-buff strength, adjusted for uptime ratio, roughly equals a motigon or cammandagon, not more or less.]
Additionally, it has the added effect of encouraging people to actually use the pet controls and think about the pet's positioning. Lock the pet on the warrior's called target to guarantee the warrior an attack buff; Heel the pet to move Call of Protection onto your backline; Such possibilities make playing party buffer less braindead than using shouts or spamming Orders. (Just in case it wasn't clear, the idea is that the "mini-ward" moves with the pet, so positioning matters.)
- 4. Better Pet Attacks
The problem: Pet attacks suck. Pets have two decent single-target attacks (Enraged Lunge and Brutal Strike), and that's about it. [Edit: And Scavenger Strike is decent e-management!] Some of the attacks could be useful with just a little tweak. In addition, the pets need some skills to bring them into the "buff plus leverage" paradigm that produces the bulk of the damage on good physical teams.
Skills that would work if they were tweaked are:- Bestial Mauling - make the pet attack at interrupt speed.
- Savage/Bestial Pounce - make the pet attack at interrupt speed.
- Disrupting Lunge - make the pet attack at interrupt speed.
- Ferocious Strike - lower recharge to 5 and make the adrenaline gain scale with with beastmastery. (Hello, Mr. SY! Beastmaster.)
In the "buff plus leverage" paradigm, physicals provide leverage. That means we need some multi-hit attacks.
First, I'd start with Mel's Assault. Make it actually hit the adjacent foes, remove the condition, and lower the cost and recharge enough to make it spammable. If that leaves it overpowered, lower the damage. What we're looking for is basically Cyclone Axe or Whirlwind Attack on a pet.
Second, take any of the remaining garbage attack skills (Pounce maybe) and convert it into a spammable double-strike skill like Sun and Moon Strike.
[edit: In response to "but then it's overpowered since you're a ranger controlling a warrior": By the time you've dedicated enough attributes and skillslots to making the pet into a "warrior," you're not much of a ranger anymore. Your real character is the fur-covered one and the one with a bow is just for show.]
- 5. Beastmastery Weapon (?)
Finally, no discussion of buffing beastmastery would be complete without mentioning another long-sought-after change -- a weapon tied to beastmastery.
(I should add that I'm not totally sure this is needed. I think the 4 points outlined above probably do "enough" to make pets useful. Nonetheless, a beastmastery weapon is frequently asked for, so I should at least mention it.)
[edit: It seems that people really hate this idea. Perhaps it's better ignored then.]
The problem is that dedicated beastmasters are forced to cough up at least 9 attribute points in a line they aren't using skills from just to meet their bow's (or spear's) requirement. Add to that a pretty much mandatory investment in Expertise, and the beastmaster is left with no possibility of making use of his or her secondary -- there's just not enough skillpoints. (Not that there's enough skillslots either, but compressing the pet rez would create space for that potential.)
The "sexy" way of doing it would be to create a new weapon type tied to beastmastery. A whip is often mentioned. Unfortunately, that would require new animations, so it's probably never going to happen.
The other possibility is to make bows, spears, or both drop with beastmastery requirements.
[edit: I'm going to steal some ideas that people have posted thoughout the thread and repost them here:]
- 6. Revert the No-Corpse Nerf
Pretty self-explanatory.
- 7. Pet Attacks Should Queue Instead of Cancel
Also pretty self-explanatory.
Since a-net has seen fit to give us a great pet stable (or at least something that sounds like it's going to be a great pet stable), it would be a real shame if pets remained so bad that no one uses them. I hope that some variations on these changes are considered for the following balance update.
Discuss, please.