This post has taken me quite some time to write and is quite long, but I really hope to start a constructive discussion on how to identify and fix the current problems with pets as well as finding solutions that are appreciated from ALL sides, including the people who want to completely remove them from the game.
I have divided each section into a headline stating what is wrong, followed by a breakdown of the issue and the suggested short- and long term solutions.
A lot of these tie into each other, so please don't comment saying my suggestions are shit, unless you've read the whole thing.
Thanks for taking your time.
// Shadowmist
What’s wrong?
Auto attacks deal too much damage
With the exception of ritualist pets, the main pet damage output should never be coming from its auto attacks, as it promotes much less engaging gameplay for both the pet users and the people fighting them. For ritual pets specifically, it should be possible to make hard hitting pets, but the damage to health ratio needs to be much more extreme. You shouldn’t be able to have both tanky and hard hitting pets for just 200 skill points invested, regardless of if ritual pets are “expensive to create” or not. The meta we have today where you basically “command-and-forget” your pets to their death should be found in ritualism, but it needs major rebalancing so there’s a choice between damage and health, and where getting a bit of both is less efficient than leaning into one or the other.
For non-ritual pets, auto attacks should deal very little damage, and depending on the pet, might not even be able to deal damage through heavier armor at all. The beastmaster abilities are where you would get any sort of meaningful damage, which also means auto-attack damage no longer needs to scale off of focus, it already does since the abilities would be your main source of damage. Actual numbers are obviously up for debate and final balancing, and will depend on creature speed and pet point cost, but non-ritual pet damage against steel armor should very rarely be more than 5 per attack, and more commonly around 0-2.
Too squishy / Can’t protect them
It’s a bit hard to accurately give feedback on this since pet armors are incoming and we don’t quite know how they will affect the overall meta/balance, but one thing is certain and that is that pet survivability is horrible, especially considering how long it takes to train them, which I will comment on further down. In pvp you send in your pets and hope they deal a significant amount of damage before they inevitably die, and even trying to call them back to save them won’t be enough in most cases as they can be focused down quite easily, especially by mounted combat players. Torpedo pets are not very fun to train, command or fight, so the only place they should exist is within ritualism, which I will comment on further down.
Short term solution:
Veterinarian skill should be changed so that bandaging your pet takes 10 seconds with 0 skill and
near instant with it maxed out. It would obviously still be on a cooldown after using it so you
can’t spam it, but it would at least provide you an option to "clutch-save" your pet if you are close enough
to it, which also puts tamers in harm’s way as a trade off.
Long term solution
The current focus system doesn’t quite make sense because you trade damage for damage, as opposed to trading defense/speed for it, for instance. Why would you ever use a special ability that deals extra damage, at the cost of then dealing less damage?
I get that the idea behind it was to stop pets from dealing massive amounts of damage without “earning” the focus for it first, but again that means they have to survive long enough to gain the focus, which in the current system they rarely do.
With my suggestions above, non-ritual pets would have an inherent defense buff as long as they don’t use their abilities, providing a meaningful choice whether you should let it build up in order to have a tankier pet, or if you want to use its abilities at the risk of it being vulnerable while it recovers. Big damage abilities would obviously cost a good chunk of focus, but would also mean opponents who pay attention will target that pet since it is now much more susceptible to damage.
Skills are too weak or don’t work
I mean it goes without saying that skills need to work, especially when the beast mastery system has been out for quite a while by now. Fixing this would need to be done on a pet by pet basis, and in conjunction with all the other suggested fixes, as there are some abilities that kind of work, whereas most of them do not.
The main issues are that attack abilities only offer a minor damage increase, and that buff/dot abilities don’t last long enough to make a noticeable difference. In addition, many skills have animations that either stall its attack animations, prevent the pet from moving while “casting”, or both. In the current system there are even movement speed buff abilities that require the pet to be stationary while it activates it, which completely negates the effect. One way to fix this would be to keep the animation but quadruple the buff duration, but in my opinion this would be way more problematic to balance.
Short term solution
Long term solution
I have divided each section into a headline stating what is wrong, followed by a breakdown of the issue and the suggested short- and long term solutions.
A lot of these tie into each other, so please don't comment saying my suggestions are shit, unless you've read the whole thing.
Thanks for taking your time.
// Shadowmist
What’s wrong?
Auto attacks deal too much damage
With the exception of ritualist pets, the main pet damage output should never be coming from its auto attacks, as it promotes much less engaging gameplay for both the pet users and the people fighting them. For ritual pets specifically, it should be possible to make hard hitting pets, but the damage to health ratio needs to be much more extreme. You shouldn’t be able to have both tanky and hard hitting pets for just 200 skill points invested, regardless of if ritual pets are “expensive to create” or not. The meta we have today where you basically “command-and-forget” your pets to their death should be found in ritualism, but it needs major rebalancing so there’s a choice between damage and health, and where getting a bit of both is less efficient than leaning into one or the other.
For non-ritual pets, auto attacks should deal very little damage, and depending on the pet, might not even be able to deal damage through heavier armor at all. The beastmaster abilities are where you would get any sort of meaningful damage, which also means auto-attack damage no longer needs to scale off of focus, it already does since the abilities would be your main source of damage. Actual numbers are obviously up for debate and final balancing, and will depend on creature speed and pet point cost, but non-ritual pet damage against steel armor should very rarely be more than 5 per attack, and more commonly around 0-2.
Too squishy / Can’t protect them
It’s a bit hard to accurately give feedback on this since pet armors are incoming and we don’t quite know how they will affect the overall meta/balance, but one thing is certain and that is that pet survivability is horrible, especially considering how long it takes to train them, which I will comment on further down. In pvp you send in your pets and hope they deal a significant amount of damage before they inevitably die, and even trying to call them back to save them won’t be enough in most cases as they can be focused down quite easily, especially by mounted combat players. Torpedo pets are not very fun to train, command or fight, so the only place they should exist is within ritualism, which I will comment on further down.
Short term solution:
Veterinarian skill should be changed so that bandaging your pet takes 10 seconds with 0 skill and
near instant with it maxed out. It would obviously still be on a cooldown after using it so you
can’t spam it, but it would at least provide you an option to "clutch-save" your pet if you are close enough
to it, which also puts tamers in harm’s way as a trade off.
Long term solution
- Focus should always regenerate to 1000, regardless of if the pet is fighting or not
- Pet auto attack dmg is no longer affected by its current focus
- Pets receive 0.05% flat dmg resistance per focus point (halved if you mount it). 500 Focus = 75 % damage taken 1000 Focus = 50% Damage taken
- Ritual pets either have no focus bar at all, or use their own system described further down.
The current focus system doesn’t quite make sense because you trade damage for damage, as opposed to trading defense/speed for it, for instance. Why would you ever use a special ability that deals extra damage, at the cost of then dealing less damage?
I get that the idea behind it was to stop pets from dealing massive amounts of damage without “earning” the focus for it first, but again that means they have to survive long enough to gain the focus, which in the current system they rarely do.
With my suggestions above, non-ritual pets would have an inherent defense buff as long as they don’t use their abilities, providing a meaningful choice whether you should let it build up in order to have a tankier pet, or if you want to use its abilities at the risk of it being vulnerable while it recovers. Big damage abilities would obviously cost a good chunk of focus, but would also mean opponents who pay attention will target that pet since it is now much more susceptible to damage.
Skills are too weak or don’t work
I mean it goes without saying that skills need to work, especially when the beast mastery system has been out for quite a while by now. Fixing this would need to be done on a pet by pet basis, and in conjunction with all the other suggested fixes, as there are some abilities that kind of work, whereas most of them do not.
The main issues are that attack abilities only offer a minor damage increase, and that buff/dot abilities don’t last long enough to make a noticeable difference. In addition, many skills have animations that either stall its attack animations, prevent the pet from moving while “casting”, or both. In the current system there are even movement speed buff abilities that require the pet to be stationary while it activates it, which completely negates the effect. One way to fix this would be to keep the animation but quadruple the buff duration, but in my opinion this would be way more problematic to balance.
Short term solution
- Fix the broken abilities
- All pet abilities should be able to be used WHILE it is moving.
- Buff/debuff duration needs to be greatly increased to make them worthwhile
- Damage abilities need to be tweaked so they are worth using
Long term solution
- Since attack damage has been greatly reduced, attack abilities need their own scaling instead of being based off of attack damage. My suggestion would be to scale off of raw pet point cost.
- Overhaul abilities that have no place in the system. A single type of pet doesn't need 4 different "deal more damage"-abilities since one will always be the theoretical best one. Instead find ways to differentiate the utility and theme of that specific creature.
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