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Originally Posted by RTSFirebat
The way I see, pets are underuse due to these limitations, I mean really it makes sense to add these in. Pets are part of the team!
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. Hard to convinve 7 people to give pets a chance. Here's the result.|
Originally Posted by BigTru
[B]
2) Let us use them in the Doppleganger fight. As I said, my pet is my weapon. I was a bit suprised when I realized I had left my pet behind while the Doppler was whailing on me. A small change, but it would be nice for up-and-coming beastmasters. 3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies? I feel it should be fixed with basic pat comands such as: Attack: Engage nearby enemies at will. Defend: Only attack enemies engaged on the pet or the master. Heel/Stay: Orders pet to stay where it is. Come Back: Calls the Pet back to it's master's side. These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons. [B] 5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way. I do agree that their should be a penalty for letting your pet die. If they must have skills disabled for letting it die, change it so that your skills aren't further disabled for using comfort animal and have it so that BeastMastery effects how long you will have skills disabled. 6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well. 7) Let me see my pet damage! The pet is a part of me, so let me see how much damage I am doing. Are you trying to hide something? 8) Allow the Monk skill "Heal Area" effect Pets. I've said it before, and I'll say it again. The pet is my weapon; a part of my character, likewise, he is a team member and should be treated like a player. 9) More pet attack skills. There are only 9 skills that direcly orders your pet to use an attacking skill (If you count the Disrupting skills and skills that add a condition). The number itself isn't half bad, but given the fact that it takes a whole skill slot to have your pet out and another to revive/heal it, you could probably imagine that there is certainly a lack of variety in skills. Most of these suggestions don't take much to be implemented and it would vastly improve gameplay for beastmasters eveywhere. Right now I will admit, Beastmastery is definitaly lacking, but I love Tony Montana With a few minor improvements, Beastmasters can be taken more seriously in PvE/PvP. |
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Originally Posted by BigTru
3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies? I feel it should be fixed with basic pat comands such as: Attack: Engage nearby enemies at will. Defend: Only attack enemies engaged on the pet or the master. Heel/Stay: Orders pet to stay where it is. Come Back: Calls the Pet back to it's master's side. These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons. [B] |
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Originally Posted by BigTru
5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way. I do agree that their should be a penalty for letting your pet die. If they must have skills disabled for letting it die, change it so that your skills aren't further disabled for using comfort animal and have it so that BeastMastery effects how long you will have skills disabled. |
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Originally Posted by JasonJLore
Thomasuwoo. well i'll be totally honest. i never, ever thought it could be done. most of my friends said the same. the first pic u presented from the arenas shook us up a bit but we figured that in the arenas anything crazy would work. now this. my only wish is that i couldnt see the other players faces when they lost to a BM team. frankly i'd be in total shock. congrats and yes i've already shown my guildies the pic. ironically enough the post before i posted your pic said, "... it is highly unlikely a build of this sort would work." congrats!
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Originally Posted by dreamer13
I'd like to add to the suggestions:
(1) create a separate skill bar for the pet, with at least 3 slots in it. That way your character can at least use the secondary skills sometime. (2) create a way to buy additional armor - in the later stages of the game, the pet dies too quickly & really needs this. |
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Originally Posted by QuixotesGhost
What I want is a "Mimic" command. So I can tell my pet, "hey you I want you to follow the W/Mo and attack his target." I think this would be a big help for any body who wants a pet but is a class that doesn't always attack the called. I'm thinking mesmers, rangers that want to spread around conditions, curse necros, and monks like me that are often too busy healing.
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Originally Posted by BigTru
1) Allow our pets to be Infused. This is a MAJOR problem later on, and it is unneccissary and easy to fix. My pet is my weapon. However, whenever a Mursaat even takes a glance at poor Tony Montana, he dies in 1-2 hits. Yay, you finally implemented this one! Thanks!
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| 2) Let us use them in the Doppleganger fight. As I said, my pet is my weapon. I was a bit suprised when I realized I had left my pet behind while the Doppler was whailing on me. A small change, but it would be nice for up-and-coming beastmasters. |

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3) AI Improvement and Pet Commands. Right now, my pet is plagued with... stupidity. For example, if I die in PvP and there is nobody attacking my pet, why does it just stand around? Why not fight nearby enemies? I feel it should be fixed with basic pat comands such as: Attack: Engage nearby enemies at will. Defend: Only attack enemies engaged on the pet or the master. Heel/Stay: Orders pet to stay where it is. Come Back: Calls the Pet back to it's master's side. These comnands should not be skills, just basic commands given to a user when she/he is using a pet. There should simply be a keyboard shortcut and/or onscreen butttons. |
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4) Do away with "Charm Animal". Well, not completely do away with it (This skill should only be used to charm an animal). Instead of making it neccissary to have "Charm Animal" equiped to use a pet, you should instead have "Comfort Animal" necccissary. Either that, or have pets available whenever you have a skill equiped that targets the pet directly. |
| 5) Do away with the "Skill Disabling" when your pet dies. I see no reason why all of my skills should be disabled when my pet dies. Mabey my pet sklills, but not mine. I do not feel this would be unbalanced in any way. |
| 6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well. |

7) Let me see my pet damage! The pet is a part of me, so let me see how much damage I am doing. Are you trying to hide something?
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| 8) Allow the Monk skill "Heal Area" effect Pets. I've said it before, and I'll say it again. The pet is my weapon; a part of my character, likewise, he is a team member and should be treated like a player. |
| 9) More pet attack skills. |
| There are only 9 skills that direcly orders your pet to use an attacking skill (If you count the Disrupting skills and skills that add a condition). The number itself isn't half bad, but given the fact that it takes a whole skill slot to have your pet out and another to revive/heal it, you could probably imagine that there is certainly a lack of variety in skills. |
| Most of these suggestions don't take much to be implemented and it would vastly improve gameplay for beastmasters eveywhere. Right now I will admit, Beastmastery is definitaly lacking, but I love Tony Montana With a few minor improvements, Beastmasters can be taken more seriously in PvE/PvP. |
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Originally Posted by BigTru
1) Allow our pets to be Infused.
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Originally Posted by BigTru
2) Let us use them in the Doppleganger fight.
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Originally Posted by BigTru
3) AI Improvement and Pet Commands.
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Originally Posted by BigTru
4) Do away with "Charm Animal".
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Originally Posted by BigTru
5) Do away with the "Skill Disabling" when your pet dies.
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Originally Posted by BigTru
6) When our whole team wipes out and we respawn, let our pet respawn too!
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Originally Posted by BigTru
7) Let me see my pet damage!
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Originally Posted by BigTru
8) Allow the Monk skill "Heal Area" effect Pets.
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Originally Posted by BigTru
9) More pet attack skills. |
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Originally Posted by BigTru
Also, the "Heal Area" thing. That was an "oops" n my part. I meant "Heal Party", but now I see why it wouldn't work; the pet is an allience member, not a party member.
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| But I am quite pleased with the feedback, and it's reassuring to know that the people at A.Net have taken note of pet suggestions. |
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Originally Posted by BigTru
Attack: Engage nearby enemies at will.
Defend: Only attack enemies engaged on the pet or the master. Heel/Stay: Orders pet to stay where it is. Come Back: Calls the Pet back to it's master's side. |
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Originally Posted by Tuoba Hturt Eht
In the future, would it be possible to implement Elite Beastmastery skills?
i.e: Elite Pet Attack skill etc |
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6) When our whole team wipes out and we respawn, let our pet respawn too! I don't see why it shouldn't, and I'm sure many will agree on this one as well. Hmmm... I'm on the fense on this one, too. There's that "cost thing" again. If you have what can be a very powerful ally, I think there need to be balancing effects as a form of "payment" for it. |
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4) Do away with "Charm Animal". Well, not completely do away with it (This skill should only be used to charm an animal). Instead of making it neccissary to have "Charm Animal" equiped to use a pet, you should instead have "Comfort Animal" necccissary. Either that, or have pets available whenever you have a skill equiped that targets the pet directly. Here's where I'm not sure. I see value in it, but maybe in a balance sense it's necessary. I wonder about a compromise where you don't need to have Charm Animal equipped, but if the pet dies, you cannot res it in that mission. That would free the slot but not make it without cost. On the other hand, that's a high price to pay for a single death. I agree there may be a better way here, so keep the ideas coming on this particular aspect, too. |
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Unyielding Aura {Elite} - Enchantment Spell Bring target dead ally back to life at full health and full energy. If you stop maintaining this "Enchantment" or the Enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% chance of failure with Divine Favor 4 or less.) |