Charm Animal Utility

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Give commands to your pet via the Charm Animal skill.
  • You target an enemy and use Charm Animal - Your pet attacks that target.
  • You target an ally and use Charm Animal - Your pet attacks that ally's target.
  • You target yourself or nothing and use Charm Animal - Your pet yeilds and returns to you, ignoring the attacks of enemies until he gets to you or you issue another command.
Your pet, by default, does not attack until you issue a command in this fashion, allowing you to pull without your pet ruining it.

Easy and simple control with 1 button without having to painstakingly create a GUI for pets. Charm Animal just sits in your skillbar doing nothing. Why not give it a practical use that will make pet builds more viable? Perhaps we could rename it to "Animal Ally" or somesuch.

I have suggested this before, but not in its own thread. I know many people have suggested a whole new pet window to issue commands, but I really don't see that happening, as GUIs are a pain to impliment, whereas this requires much less work.

I think it's a winner.

Kool Pajamas

Kool Pajamas

Forge Runner

Join Date: Aug 2005

Maryland

Mage Elites [MAGE]

I like this idea. I also had another idea for Charm Animal.

If you already have an animal charmed and you have charm animal on your bar you can charm other animals in the area temporarily for that instance you are in. So you could have many animals with you at a time for that instance. If the animal dies while under this temporary charm you can not ressurect it. It is gone forever. It's like an alternate to Minion master sorta.

On a side note I'd also like to see the level of some wild animals raised. Level 5 animals everywhere seems weak. At least level 10. Maybe change the level of wild animals based on the level of the enemies in the area. Max 20 of course.

calamitykell

Banned

Join Date: Aug 2005

N.Y.C.

Quote:
Originally Posted by Undivine
Give commands to your pet via the Charm Animal skill.
  • You target an enemy and use Charm Animal - Your pet attacks that target.
  • You target an ally and use Charm Animal - Your pet attacks that ally's target.
  • You target yourself or nothing and use Charm Animal - Your pet yeilds and returns to you, ignoring the attacks of enemies until he gets to you or you issue another command.
Your pet, be default, does not attack until you issue a command in this fashion, allowing you to pull without your pet ruining it.

Easy and simple control with 1 button without having to painstakingly create a GUI for pets. Charm Animal just sits in your skillbar doing nothing. Why not give it a practical use that will make pet builds more viable? Perhaps we could rename it to "Animal Ally" or somesuch.

I have suggested this before, but not in its own thread. I know many people have suggested a whole new pet window to issue commands, but I really don't see that happening, as GUIs are a pain to impliment, whereas this requires much less work.

I think it's a winner.
After much /rage last night trying to pay with a pet...


/signed
/signed
/signed
/signed
/signed
/signed

quickmonty

quickmonty

Ancient Windbreaker

Join Date: May 2005

Quote:
Originally Posted by Undivine
Give commands to your pet via the Charm Animal skill.
  • You target an enemy and use Charm Animal - Your pet attacks that target.
  • You target an ally and use Charm Animal - Your pet attacks that ally's target.
  • You target yourself or nothing and use Charm Animal - Your pet yeilds and returns to you, ignoring the attacks of enemies until he gets to you or you issue another command.
Your pet, be default, does not attack until you issue a command in this fashion, allowing you to pull without your pet ruining it.

Easy and simple control with 1 button without having to painstakingly create a GUI for pets. Charm Animal just sits in your skillbar doing nothing. Why not give it a practical use that will make pet builds more viable? Perhaps we could rename it to "Animal Ally" or somesuch.

I have suggested this before, but not in its own thread. I know many people have suggested a whole new pet window to issue commands, but I really don't see that happening, as GUIs are a pain to impliment, whereas this requires much less work.

I think it's a winner.
mainly to be able to pull with a long bow when my pet is with me ......

/signed

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

This isn't the first time this idea has come up, but since A.net hasn't caught on, damnit, post it again, and again, and again.

This doesn't add any undeserved power to pet wielders, it makes natural use of a good skill more reasonable.

Wile some players might appreciate the auto attack of their pet when they are getting slammed and can't issue a command, the assurance that your pet doesn't do anything retarded is a much better function, and unless additional efficient options be added as well, it would be no significant lose to have a pet who only attacks on command.

It wouldn't be bad if certain actions automaticly triggered your pets attacks, like an innitial attack, but the ability to target your enemy and send your pet in first is priceless.

/signed, I sign realy big cause I work at the bank, it's all up on the line above and below.

Xiaxhou of Trinity

Xiaxhou of Trinity

Krytan Explorer

Join Date: Dec 2005

CA

Scythes of Chaos [SoC], [PNOY] alliance guild forums: http://socguild.cjb.net

E/

Great idea. But if this were to be taken into effect, I would say you would have to have a certain level of beast mastery or something. I think it would be very confusing for a beginner to be clicking the charm animal skill and end up getting different results. "Wtf? Why did my pet do that and now it's doing this when i use the charm animal skill?"



Otherwise, /Signed

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Xiaxhou of Trinity
I think it would be very confusing for a beginner to be clicking the charm animal skill and end up getting different results. "Wtf? Why did my pet do that and now it's doing this when i use the charm animal skill?"



Otherwise, /Signed
They would probably add that part to skill description...

/signed

saneo

saneo

Academy Page

Join Date: Dec 2005

i think that pet commands are good ideas, but i think part of the reason charm animal doesn't really do anything is to balance out the effect of having another high level being in the group. Pets are stupid(not as stupid as some players though ) but they are effective in a group, that extra damage and tank ability can go a long way.

Goats17

Goats17

Wilds Pathfinder

Join Date: Feb 2006

House Zu Heltzer, laughing at them.

The [GEAR] Trick

N/Me

/signed /signed /signed /signed /signed /signed

Do I have to do it again? This is a perfect idea.

Peewee

Peewee

Krytan Explorer

Join Date: Nov 2005

London, England

I Uprising I [RAGE]

R/

as if it hasnt been said enough:

/signed

Loads of ppl think that beast masters arnt viable dmg sources, but when you actually see how much damage scavenger or brutal stike does, they tend to change opinion. The biggest problem with pets as i see it, is their complete lack of control. I attack a target, it attacks the target, i change target, it doggedly continues to attack the target, i disenage and run away, it gets itself killed, i stop attacking cos Healing Hands or Mark of Protection goes up, it just sits there healing them. This little extra utility on charm animal solves these problems. It doesnt make Beast Masters overpowered, it merely makes pets more controlable.

I hope this forum gets spotted by devs and considered to be implemented. They can increase dmg from pet skills all they like, even add in crazy new pets like crabs, but at the end of the day, if they cant do what u want them to do, u aint much of a beast master.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Quote:
Originally Posted by Xiaxhou of Trinity
I think it would be very confusing for a beginner to be clicking the charm animal skill and end up getting different results. "Wtf? Why did my pet do that and now it's doing this when i use the charm animal skill?"
I imagine they would have those little pop-up help advice thing-a-ma-bobs, just like for the monk's maintained enchantments the first time you use one.

And yes, probably a detailed skill description too.

One thing I've noticed in video games in general is that you have to go all the way with AI and impliment a really good script or else it's simply better to give the control to a human. There's no half-assing it. Some games can afford to spend a lot of time on AI, but a game like Guild Wars is too big a project to really do that. It just makes sense to give us control, especially when the battle system in Guild Wars is as highly strategical and complicated as it is.

Linkusmax

Krytan Explorer

Join Date: Sep 2005

Oh hell yes.

/signed again and again. This would be great.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

Adding the ability to control that damage source, provided by the charm animal skill is an important part of justifying the use.

Since the pet currently wanders and makes determental moves, it reduces the usefulness of the charm animal skill, this thing should be alot more reliable then a henchmen or Minion, this is a trained pet in the beast mastery line.

I can agree with making the response improve with beast mastery, although that would be an unneccessary hastle IMO.

Phoenix Avenger

Phoenix Avenger

Frost Gate Guardian

Join Date: Mar 2005

Wisconsin

Eternal Knights

E/Mo

/signed

although one other thing that might be interesting is that your pet is more likely to follow your commands the longer you have had the pet or the higher its level is or maybe the higher your level of beast mastery is. (im not quite sure which of those 3 would be best)

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Anet implement this NOW

/fistshake

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Quote:
Originally Posted by Phoenix Avenger
althought one other thing that might be interesting is that your pet is more likely to follow your commands the longer you have had the pet or the higher its level is or maybe the higher your level of beast mastery is.
Meh. Why bother? I mean, as you level up your skills will improve. As your pet levels up his health and damage will get better. Isn't that enough?

Besides, that just makes it more complicated for ANet to impliment. It may also turn newbies off of beast mastery forever, since their pet's commands appear kinda useless when they're just starting out.

Phoenix Avenger

Phoenix Avenger

Frost Gate Guardian

Join Date: Mar 2005

Wisconsin

Eternal Knights

E/Mo

Quote:
Originally Posted by Undivine
Meh. Why bother? I mean, as you level up your skills will improve. As your pet levels up his health and damage will get better. Isn't that enough?

Besides, that just makes it more complicated for ANet to impliment. It may also turn newbies off of beast mastery forever, since their pet's commands appear kinda useless when they're just starting out.
very good points, i retract my earlier suggestion

Eclair

Desert Nomad

Join Date: Apr 2005

/signed!

curtman

Frost Gate Guardian

Join Date: Jun 2006

Second tool bar for pets.

GW pets are fairly useless IMO. You are better off using assassin or archer skills.

Geer

Ascalonian Squire

Join Date: Jul 2006

Allabonneur

N/Me

/signed

Nice idea. Maybe the pet can be more usefull then.

De Wilde

De Wilde

Academy Page

Join Date: Aug 2006

Slayers of Champions [SoC]

R/E

As a loyal Ranger player...

/signed

LuckyGiant

LuckyGiant

Krytan Explorer

Join Date: Aug 2005

New Zealand

Retired :)

Quote:
Originally Posted by Undivine
Give commands to your pet via the Charm Animal skill.
  • You target an enemy and use Charm Animal - Your pet attacks that target.
  • You target an ally and use Charm Animal - Your pet attacks that ally's target.
  • You target yourself or nothing and use Charm Animal - Your pet yeilds and returns to you, ignoring the attacks of enemies until he gets to you or you issue another command.
Your pet, by default, does not attack until you issue a command in this fashion, allowing you to pull without your pet ruining it.

Easy and simple control with 1 button without having to painstakingly create a GUI for pets. Charm Animal just sits in your skillbar doing nothing. Why not give it a practical use that will make pet builds more viable? Perhaps we could rename it to "Animal Ally" or somesuch.

I have suggested this before, but not in its own thread. I know many people have suggested a whole new pet window to issue commands, but I really don't see that happening, as GUIs are a pain to impliment, whereas this requires much less work.

I think it's a winner.
/signed, great idea

Phoenix Denfer

Phoenix Denfer

Frost Gate Guardian

Join Date: May 2005

Homeless since the Charr

Order of Pointed Sticks (OOPS)

/signed a million times over, and I will keep signing these until Anet helps the beastmasters out and make the required skill, "charmed animal" actually useful for having out instead of taking up a space inorder to use our "weapon of choice."

I like this the best of all the suggestions so far. It is pure platinum to be able to control a pet and direct it to where it needs to go quickly.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by quickmonty
mainly to be able to pull with a long bow when my pet is with me ......

/signed
You can pull with a pet quite easily. All you do is break off before the fired arrow lands (as in don't begin firing another). Your pet happily sit's there oblivious.

As a long-time BeastMaster, I say /signed also. Pet's do ridiculously high damage however, so some skills (Enraged Lunge. 100+ damage every 5 seconds) may unfortunately get nerfed (fingers crossed this doesn't happen ).
There are also murmurings that Anet are working on pet controls. Hope so...

again, /signed.


EDIT: I'd also like Anet to fix the friggin' annoying bug involving pet's in Alliance Battles. If my wolf chases someone down but doesn't break before they get to their base, he get's killed off by the base defences. Fair enough. However he then becomes impossible to ressurect without dying myself, as he dies instantly from the base defences upon ressurection. Having to die to res your pet kinda' defeats the whole object of AB in the first place...

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

Wee! My idea got bumped. Thanks Geer. If I had bumped it myself I'd be such a tool.

frojack, interesting point. Perhaps they should put in a pet teleport in the future. Heck, why not work it into a pet res at the same time? After all, a beastmaster is nothing without his pet, and to have your entire build so easily crippled like that just sucks.

Jeesus De Nazareth

Ascalonian Squire

Join Date: Aug 2006

Les Dieux Du Chaos

R/Mo

/signed

curtman

Frost Gate Guardian

Join Date: Jun 2006

good idea. I have seen so many parties die to a pet wandering. I mostly R/E or R/A. I rarely equip the pet.

/signed^4

A pet bar would be nice also.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Winner!

Sir_Ace_Manslayer

Academy Page

Join Date: Jun 2006

(send me an invite im not in a guild)

W/R

very good idea /signed


i think every thing should be tameable jus the damage goes down to normal pet stats when u cap them

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

Quote:
Originally Posted by Undivine
Wee! My idea got bumped. Thanks Geer. If I had bumped it myself I'd be such a tool.

frojack, interesting point. Perhaps they should put in a pet teleport in the future. Heck, why not work it into a pet res at the same time? After all, a beastmaster is nothing without his pet, and to have your entire build so easily crippled like that just sucks.

Rebirth for pets, that would be nice. Make it a seperate skill as opposed to the original res. just stick it later in the game so you have to work for it.

Quote:
Originally Posted by Sir_Ace_Manslayer
very good idea /signed


i think every thing should be tameable jus the damage goes down to normal pet stats when u cap them
/signed /signed /signed (this could go on awhile but I will stop at 3)

If it isnt overly intelligent (such as charr/gargoyles etc) then is should be tameable. Certain devourers, drakes, players would make fun pets.


~the "there is nothing wrong with a pet crab" Rat~

curtman

Frost Gate Guardian

Join Date: Jun 2006

do away with comfort animial skill and implement it like into this idea.
Click on pet(or pet corpse) and use Charm Animal to heal/rez pet.

Dante the Warlord

Desert Nomad

Join Date: Jul 2006

W/R

/notsigned YET

Are you going to imply that we don't have to pay the energy cost...cause if we do then notsigned. why pay 10 energy just for you pet to target...

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

That is a very good point Dante, but it is pretty obvious that this idea is not an energy cost skill, but a control tool for the pet. It shouldn't cost anything to command your pet, charm animal does cost 10 energy, but that isn't what we expect or want with this utility.

Even if Charm Animal isn't used for pet control, some other button or tab should be added for it. This can also apply to henchmen, with the growing use and dependancy on henchmen I think it is important to have some simple command functions. Perhaps a small button beside each Non-player character in your party list could be added to the party list to execute simple advance on target, target same, and retreat functions to henchmen as well as pets. They could even add new hotkeys to command all units to exercise any of the 3 actions as well.

Advance would send the unit to begin and continue attacking a particular target, Target Same would command the unit to switch and attack whichever unit you are attacking, and retreat is pretty obvious, but it would command the units to retreat to your location and follow, only attacking if you remain immobile.

Azriel

Azriel

Pre-Searing Cadet

Join Date: May 2006

Bellum Capax

E/Me

/signed

yunthi

yunthi

Academy Page

Join Date: Jul 2006

War Friends [WF]

W/

's... never seen as poorly trained pets as in ths game where they cannot understand the simpliest of commands... sit, ud think a ranger would have more skill as an animal trainer

/signed

curtman

Frost Gate Guardian

Join Date: Jun 2006

Quote:
Originally Posted by curtman
do away with comfort animial skill and implement it like into this idea.
Click on pet(or pet corpse) and use Charm Animal to heal/rez pet.
heros in NF can have different modes and compass flags give them direction. Maybe that would work also for pet.

twistdshade

Ascalonian Squire

Join Date: Sep 2006

Twistd Darkness

W/Mo

/signed

With the new henchmen, hero system, where you can send your henchmen out using the compas, they should add your pet to the compas, and maby a pet menu, like the hero menu exept without skills? or maby with the pet attack skills? like if its in ur skill slot, and its beast mastery, its also in ur pet menu?

Cherrie

Cherrie

Krytan Explorer

Join Date: Jun 2006

Echowald

Marked by [Fury]

Me/

/signed
Anything that makes Charm Animal even a bit more useful should be implemented... I dont like the way it works (or rather doesnt) atm. Nice idea.

Not A Fifty Five

Jungle Guide

Join Date: Apr 2006

Creating guild

Mo/

/SIGN!!!!

God dont you hate it how you can't use pets when you aren't attacking? They'll just sit there! Or how you find they get stuck etc. I don't use pets cause they act too stupid and get cornered and sit too easily

Solar_Takfar

Krytan Explorer

Join Date: Jun 2006

pretty neat idea. do it, Anet!!