I see where you're coming from and agree to a degree, but the things we have to allow for build diversity. If a pet deals 7-10 auto attack damage to steel imagine what it would do to light armored mages, and pets are already very strong mage destroyers as it is. So the auto attacks should really not be meant for damage, but could still work well as a mage disruptors, which I think is a fair deal. As a mage I'd rather be interrupted than killed.disagree... you did say it's up for debate that amount of damage is so tiny it's utterly pointless, you said so yourself about current pet skills:
auto attack pet dmg shouldn't be a primary source, i agree there, but it should be enough to apply pressure over time... i'm thinking 7-10 at least.. functioning almost like a dot... you can ignore it for a bit but eventually it's gonna catch up to you
While this does need to be thought about, it needs to be thought about carefully. Some speed pets (razorback, cougar) are really useful for applying pressure to horses if you're mounted and trying to just make a getaway (useful for merchants such as myself, keep chasing me and my pet with eventually pressure you to kill it by threatening your horse giving me an opportunity to keep running or swing back around and blast you or your horse while you're trying to kill my pet when initially you thought i was the mouse and you were the cat). I think that's a pretty neat mechanic and don't want it to go poof by sloppily and thoughtlessly just nerfing the no stamina thing into the ground... but again don't agree with nerfing auto attack dmg too far either as discussed above, so there'd need to be a different solution.... maybe give them a leash but be sure to make that sucker huge if the owner is mounted.
Again the key here is damage. If pets deal very little auto attack damage it would allow for us to have pets that are super fast without it being game breaking.
I think for the most part though we should have to rely on move speed abilities to really be efficient at chasing someone down, which with my focus overhaul means you out your pet at risk for retaliation (since spending focus makes it more susceptible to damage).
I think instead of changing the whole system to accomodate for that, large pets should instead have a skillset that suits it, i.e. skills that don't need a target.Most larger pets such as camadons or elder terror birds basically walk into their target and block your total sight of it. It is really hard to focus the target to trigger a skill.
All pets are currently designed so that footies with reptile armor and a cuprum weapon can solo the max level pet with the exception of a campodon. Pets are supposed to catch up to players so I dont know how people continue to defend this. People suggesting this simply dont know how to parry the pet and want to have the power to grief the pet with a shortbow butt ass naked.
What youre suggesting is that a player should be able to run away, the pet would stam out in a field and then they would be able to kill it from a distance while the tamer spams "pet follow me" while nothing happens because its stammed out. Am I wrong about what you are suggesting?
I disagree. Pets in general aren't designed to be able to catch up with players, but SOME pets are, and suggesting you can parry them doesn't take into consideration builds with multiple pets or a number of beastmasters sending their pets on the same target, completely overwhelming them.
For clarification, my suggestion with an inversed focus system working similar to a stamina bar was JUST for ritual pets, nothing more. The way I see it ritual pets need a completely separate treatment since they don't have any bm skills and they would probably end up working more similar to how all pets work today.