I've been doing lots of experimentation with pets lately, and I'd like to lay out my ideas for a pet overhaul. I'll first list the major problems with Ranger pets:
1) Lack of control - Every other MMO has some sort of pet 'control' dialog that allows you to do several things, like control the aggressiveness of your pet, order the pet to attack a specific target, order the pet to become passive, order the pet to go to a specific location, order the pet to stay where he is, etc. These are BADLY NEEDED functions in Guild Wars. Heck, you have to call each and every target by shooting it with an arrow if you want your pet to actually attack. I should be able to have him in three modes: Aggressive (attacks any enemies that enter my aggro bubble, and after killing one foe will automatically attack the next closest foe in my aggro bubble), defensive (only attacks enemies that attack me, will run out, kill that enemy, and head back to me), and passive (pet does NOT retailiate if attack, he continues moving to the location that I ordered him to go to). It would be WONDERFUL if the pet's AI was updated as well to prefer attacking healers first, casters second, and so on when he is in the Aggressive mode.
2) Lack of knowledge of pet's condition - Why can't I tell when my pet has been hexed? Why can't I tell what conditions (if any) are on my pet? Why can't I see what buffs are on my pet, what my pet's current/max health is, current armor, what attacks he is performing, etc?
3) The timing of Beast Mastery skills is too difficult - If I target an opponent with the 'closest enemy' button, and I hit Predator's Pounce, why doesn't my pet run over and execute the move on the target? I should NOT have to use a bow in order to coax my pet into attacking. Furthermore, if I target an enemy, launch an arrow, and hit Predator's Punce *BEFORE* my pet engages the enemy, my pet may or may not actually execute the move. I've spent the energy, I've engaged the enemy, but my pet acts like he was AFK or something. Now I LOVE the concept of being able to 'queue up' my pet's moves, but if they overwrite like player attack moves, how am I supposed to know if I'm wasting energy? I suggest letting a pet actually queue up MORE moves than a player. Players can perform one skill/spell while another is 'queued'. Pet attacks are (by their very nature) delayed by 1-2 seconds. This makes for a natural disadvantage. Allow the pet to queue two Beast Mastery skills, so that he can be performing one move, and have two queued. Give us some sort of display in the 'pet window' to show us which moves are queued, and allow us to 'override' the queue in the same manners as players can - by choosing a different skill and casting it. Granted, that means the 10 energy I just spent on that move is utterly gone, but I see that as a valid tradeoff for the extra queue.
These steps would go a long way to making pets more useful and strategically valuable, and would reinvigorate Beast Mastery for Rangers. Furthermore, it would bring Guild Wars 'up to date' in the only major area where it falls FAR behind today's MMOs.
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