Pet-attack skills have a 0 cast time (same as shouts), yet they can not be cast with auto run on, unlike shouts which can be.
Since the cast time = 0, it should theoretically be like a shout so that you can be running and not stop to cast, right?
Well that's not the case, and this and no pet attack hotkey may be a reason pets seem to be flawed.
For example, a character build E/R with the intention of being an auto-run ranger/pet attacker is non usable because in order to cast pet skills with auto run on, you have to stop, cast, which is about a second pause, then double tap to start running again. It should be Hotkey pet to attack, Cast pet attack skill, Hotkey pet to next target, etc. Instead its a horribly inefficient process to get your pet to attack.
I believe there is much tweaking to be done with some other skills usability during auto run as well. Some skills cast ok with auto run on (Point Blank Shot, Hunters Shot), some skills begin casting with auto run on but fail (Firestorm, Troll Unguent), and Pet-attack skills cause your runner to stop completely and just stand there.
Solution?
For skills that cancel during auto run, instead make it so that the skill casts first then you continue auto run. Example, auto running, cast firestorm, continue auto-running when cast is done. Currently, it will cast, auto-cancel casting, then continue running. BAD!
For pet skills with cast time = 0, ,make these skills castable while running, just like the warriors shouts and stances. This must be fixed because it's disheartening.
Also pets need a hotkey to order them to attack on their own within range. Currently, to make a pet attack you have to attack first with your ranger which usually involves firing a bow at target. Give the pets a hotkey to order them to attack, and oh, make this usable during auto run too please.
Problems that arise with these solutions may be that if your intention is to cancel a skill after casting, then moving will not cancel it anymore. I think this should be overridden anyway because there should be a cancel button. I prefer skills dont cancel when I move because often its unintentional anyway.
Auto Run Pet-attack skills and others
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Kuku Monk
Yeah I hate running towards an enemy and then casting my pet skills and being put in a dead stop. The pet attack isn't very instantaneous either. They'll just sit at the enemy's side for a few seconds and then do their attack. So in essence it is as if you are commanding the pet to do something and then they are actually casting like real characters do.... To make this short, if they spend time casting, then it should be as you said, like a shout where you arent stopped.
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It's perfectly logical that it was designed this way, as a zero cast time skill. As for the pet skill being instantaneous, that is not a problem because sometimes it is sometimes it isn't, but in reality it isn't working like it should.
MoldyRiceFrenzy
i know the friggin pets are so retarded, u tell them to atack they wait for a sec run wait for like 5 sec then attack its so lame..
Silmor
/signed
Pet calls used to work like this, back when they were all shouts.
Another thing that needs to be addressed for pets to become more useful is removing the delay when they first engage an enemy. Right now they charge in, but at the moment they reach the enemy, they spend a full attack cycle just waiting, then perform their first attack. This has the nasty consequence that if the target is moving, the pet can't ever get to hitting it, because it will continue to close in, wait one attack cycle, notice the target is gone, close in, wait, etc.
Pet calls used to work like this, back when they were all shouts.
Another thing that needs to be addressed for pets to become more useful is removing the delay when they first engage an enemy. Right now they charge in, but at the moment they reach the enemy, they spend a full attack cycle just waiting, then perform their first attack. This has the nasty consequence that if the target is moving, the pet can't ever get to hitting it, because it will continue to close in, wait one attack cycle, notice the target is gone, close in, wait, etc.
Thomasuwoo
Quote:
Originally Posted by Silmor
/signed
Pet calls used to work like this, back when they were all shouts. Another thing that needs to be addressed for pets to become more useful is removing the delay when they first engage an enemy. Right now they charge in, but at the moment they reach the enemy, they spend a full attack cycle just waiting, then perform their first attack. This has the nasty consequence that if the target is moving, the pet can't ever get to hitting it, because it will continue to close in, wait one attack cycle, notice the target is gone, close in, wait, etc. |
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As per recent update this was done. Thanks. Now I'll have to remake my E/R pet attacker
Ranger
Pet Attacks - Each attack functions just like a Shout.
Ranger
Pet Attacks - Each attack functions just like a Shout.