Alright, it's about time we dive into this one. Domination, Taming, and Necromancy are all skills in MO2 character sheets right now. As the dude who built a skill calculator for MO2 I can tell you the skills are not pure cut and paste. There are missing skills. There are added skills. There are even some skills that have had their primaries/secondaries changed from MO1. What this means is pets and minions are coming to MO2 like it or not. The question is HOW will they be coming? So please don't waste everyone's time talking about how badly you don't want them in-game. Let's talk about implementations that are the most acceptable to everyone.
Pets
The most common complaint I see about detractors of pets from MO1 is "You just send the pet at someone and it does all the work for you." As someone who is currently leaning toward a domination and necromancy-focused mage, I can tell you that's NOT how I'd like to see it work in MO2 either. I like the fact that pets are the least aim-based style of combat but that shouldn't mean that they function well if I'm not fully engaged with making them as strong as possible the entire fight.
A good example of a pet system done fairly well is Guild Wars 1. Rangers could have pets and they were alright if you just sent them at a target and then focused on your own abilities but to really have them pop-off you actually had to slot and use pet-skills. Different games, different systems, obviously not a complete 1:1 but there is the basis for something we can work from there. The auto-attacks for every pet, even the strongest pet, should be pretty weak. Melees should easily fend of and slay any pet that is just sent out and forgotten. The real power of pets should come from activated abilities in the form of commands. So a good dominator/tamer will actually need to kind of pay attention to what a pet is doing and issue commands to make it unleash it's more devastating attacks or other abilities.
I also see there is a spell school called "Animism". I feel like this may be a buffing school for pets? If so great. If not, make one. It should absolutely be something required to be a fully effective beastmaster. This means expending mana to really makes pets shine, and it also means potentially having to land abilities on your pets to add a little bit of aim back into a mostly aimless playstyle. While controlling pets should always be a build primarily around ability selection and situational awareness it would be really cool to see builds that are using herding to control something like a pack of hounds and getting off really good buff placement on multiple pets come out ahead of someone just sitting there shooting a barn-sized minotaur with buffs.
Necromancy Minions
First off, any type of necromancy minion that is permanently on the field should draw from creature control or some similar mechanic and require some kind of heavy primary point investment beyond 100 points in Necromancy. Second off, I'd rather see more temporary minion summons and less permanent crafted minions or perhaps none at all. Now the fact there are components used in the creation of minions is GREAT and I love the idea that I should need to research my minions like an alchemist researches their potions. Carrying around bits of corpses and reagents and gems I can use to summon more powerful minions is an absolutely wonderful mechanic. It really adds to the feel that top maging is about depth of knowledge. You can't just hop in and do it knowing nothing. Brilliant. So much more interesting than the "Press 5 for fireball" most games have for a class that's powers scale off freaking intelligence. >.>
But make me summon most of them during the battle. By that I mean, minions should have a lifespan measured in minutes or even seconds in some cases before they collapse and go away.
1. Because if I need mana to buff my pets, and I need mana to heal my pets, and I also need mana to get off a Tlash or whatever else I am going to do, that makes mana management a huge factor in how OP a minion master can be.
2. This creates the most appropriate weakness for a minion master. It has a slow build-up. If I'm a known necromancer and I have to summon my minions during the fight then smart opponents are going to try to kill me first and stop my minion army before I can ever get it built up. This means I need to play smart, be very careful with positioning and really play my hardest to get to the point my minions can even make an impact. Otherwise I'll die like a chump having done little to nothing to help my team.
3. This allows for one of the most skill-based aspects of minion play. What minions am I going to put on the field? Good minion mastery should involve reading the battlefield and deciding what my teams needs and will hurt the enemy the most. If I have a go-to minion I summon for every fight then the class is too simplistic. If I'm sitting there like "Hmmm this situation calls for skeletons. Oh adding a mummy or two in there will really help us out. Oh crap, they did that? Flaming skull. That's what we need right now" That's going to be a lot more interesting class to play.
Like pets commands and buffs absolutely add another level of depth and while you do need to allow time to summon minions if that's the mechanic you go with, making good minion masters mix that in there would be great.
Pets
The most common complaint I see about detractors of pets from MO1 is "You just send the pet at someone and it does all the work for you." As someone who is currently leaning toward a domination and necromancy-focused mage, I can tell you that's NOT how I'd like to see it work in MO2 either. I like the fact that pets are the least aim-based style of combat but that shouldn't mean that they function well if I'm not fully engaged with making them as strong as possible the entire fight.
A good example of a pet system done fairly well is Guild Wars 1. Rangers could have pets and they were alright if you just sent them at a target and then focused on your own abilities but to really have them pop-off you actually had to slot and use pet-skills. Different games, different systems, obviously not a complete 1:1 but there is the basis for something we can work from there. The auto-attacks for every pet, even the strongest pet, should be pretty weak. Melees should easily fend of and slay any pet that is just sent out and forgotten. The real power of pets should come from activated abilities in the form of commands. So a good dominator/tamer will actually need to kind of pay attention to what a pet is doing and issue commands to make it unleash it's more devastating attacks or other abilities.
I also see there is a spell school called "Animism". I feel like this may be a buffing school for pets? If so great. If not, make one. It should absolutely be something required to be a fully effective beastmaster. This means expending mana to really makes pets shine, and it also means potentially having to land abilities on your pets to add a little bit of aim back into a mostly aimless playstyle. While controlling pets should always be a build primarily around ability selection and situational awareness it would be really cool to see builds that are using herding to control something like a pack of hounds and getting off really good buff placement on multiple pets come out ahead of someone just sitting there shooting a barn-sized minotaur with buffs.
Necromancy Minions
First off, any type of necromancy minion that is permanently on the field should draw from creature control or some similar mechanic and require some kind of heavy primary point investment beyond 100 points in Necromancy. Second off, I'd rather see more temporary minion summons and less permanent crafted minions or perhaps none at all. Now the fact there are components used in the creation of minions is GREAT and I love the idea that I should need to research my minions like an alchemist researches their potions. Carrying around bits of corpses and reagents and gems I can use to summon more powerful minions is an absolutely wonderful mechanic. It really adds to the feel that top maging is about depth of knowledge. You can't just hop in and do it knowing nothing. Brilliant. So much more interesting than the "Press 5 for fireball" most games have for a class that's powers scale off freaking intelligence. >.>
But make me summon most of them during the battle. By that I mean, minions should have a lifespan measured in minutes or even seconds in some cases before they collapse and go away.
1. Because if I need mana to buff my pets, and I need mana to heal my pets, and I also need mana to get off a Tlash or whatever else I am going to do, that makes mana management a huge factor in how OP a minion master can be.
2. This creates the most appropriate weakness for a minion master. It has a slow build-up. If I'm a known necromancer and I have to summon my minions during the fight then smart opponents are going to try to kill me first and stop my minion army before I can ever get it built up. This means I need to play smart, be very careful with positioning and really play my hardest to get to the point my minions can even make an impact. Otherwise I'll die like a chump having done little to nothing to help my team.
3. This allows for one of the most skill-based aspects of minion play. What minions am I going to put on the field? Good minion mastery should involve reading the battlefield and deciding what my teams needs and will hurt the enemy the most. If I have a go-to minion I summon for every fight then the class is too simplistic. If I'm sitting there like "Hmmm this situation calls for skeletons. Oh adding a mummy or two in there will really help us out. Oh crap, they did that? Flaming skull. That's what we need right now" That's going to be a lot more interesting class to play.
Like pets commands and buffs absolutely add another level of depth and while you do need to allow time to summon minions if that's the mechanic you go with, making good minion masters mix that in there would be great.
Last edited: