I have to say that the pet system, whether it is a sorc or a warden, is boring and even lacks creativity.
I think the problem lies in several points:
1. Lack of interaction: Whether it is a sorc or a warden, the functions of the pet only focus on active and passive attacks, and in rare cases, active healing abilities will be used.
Bear: Both active and passive abilities deal damage, have executions, and occasionally stun.
Storm Atronach: Passively deals damage and has synergistic abilities that the caster cannot use on their own
Clannfear: Passive damage, active ability is healing for self and owner
Familiar: Both active and passive abilities deal damage, and active abilities have a rarely-noticed Stun.
Twilight Tormentor: Both active and passive abilities deal damage, and the active ability has a reverse execution that is rarely used.
Twilight Matriarch: Passive damage, active ability is to heal multiple targets. I personally think this is the most successful pet design.
It can be found that pets lack other functions, and many of their abilities cannot interact with other people or even the players themselves.
This results in the pet occupying both columns becoming very boring and unattractive.
If Clannfear had an active ability that cast Ward on 3 targets around itself, or one of the Bear morphs had an active ability that knocked back targets while dealing damage, or Twilight Tormentor had an active ability that gave targets a debuff while dealing bonus damage, I think it would make pets more attractive because they wouldn't just be passive sources of damage. It will also attract players to pay more attention to the active ability of pets, and even have good interactions with the team. For example, Twilight Matriarch is widely used in many Dungeon Trifecta.
2. The pet system lacks tolerance
Pets need to occupy two slots, and for a sorc, the pet build requires 6 slots, 4 for permanent pets, 1 for Daedric Prey, and 1 for Storm Atronach. Otherwise, there will be a serious loss of DPS. However, this not only seriously excludes the possibility of using other skills, but also makes the build monotonous. In addition, as mentioned earlier, pets lack interactivity, making the pet system even more boring.
3. Set pet
In addition to class pets, set pets are mostly focused on treatment and damage, lacking more variety. If Chokethorn's 2 set bonus was: "When you deal direct damage, summon a strangler sapling for 10 seconds that deals damage every 2 seconds and attempts to pull the nearest hostile target to you."
Alternatively, Coldharbour's Favorite will call out a pet and continuously grant buffs to nearby friendly players, or Shadowrend will try to cause aggro to the target after being summoned. This will also be more interesting than the current state, because players will no longer just summon pets to cause damage after being hurt, but pets will try to cause aggro after being summoned, providing player safety, and may even shine in some mechanisms and portals.
4. Blocking vision
In some cases, pets will block the player's field of vision, resulting in a less than pleasant experience. Especially for Twilight and Maw of the Inferna, it would be great if we could find a solution that doesn't cancel the summon and doesn't block vision.
While I have nothing against playing a pet manager, the pet system is in dire need of improvement. Class pets currently lack the value of occupying 2 bars, and set pets are mostly mediocre and lack creativity. Most pets have no interaction with the player or the group at all. This is why many people do not like to use pets.
"是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.