All those who have tried sorc pets, warden bear or even some monster mask (yes daedroth, I'm looking at you) know that pets have some problem. Here are the most annoying :
- the UI is awful, with pet who doesn't attack, disappears or stuck in walls, rocks and ground. This is a problem only the developers can correct.
- for sorc and warden pets, they need to be double slotted, drastically reducing the skill choice and making the bear uncompetitive for wardens. It can be changed pretty easily, see below.
- most close-ranged pets often miss their attack against moving targets. It's not such a big deal for clannfear/unstable since their damage are low (and the unstable's pulse hit easily), but far more for daedroth and bear. Once again, it can be fixed easily, by applying something some monsters in the game already have.
So, what are the solutions ? I don't know if I have them, but at least I've something that may work. Here they are.
First, on the double slot problem. The reason behind that is their "permanent buff" status. If they were single-slotted but still alway active, they would be too powerful. if they were timed buff, they would loose a lot of advantage. So what's the solution ? Well, since they're summoned creature, why not being tied to their master when he call them but only here when the skill is slotted ? The pet would be summoned (as now), and then would stay with his master as long as the ability is slotted (or until death), but when you switch on a bar without the summon slotted, you don't loose it, instead it disappears temporary. It would help a lot of things :
- wardens will be able to use the bear n competitive environment, where aoe ultimate are mandatory
- with smart play, players would be able to protect their pets against one shot mechanism (hello Twin's explosion)
- they will keep nearly the same strength as now, so they won't negatively affect balance (or only a little)
Second, the close-ranged missed attack, particularly for the warden bear. The fix is simple, and was in the game at least since Imperial City launch. Before it, most mobs were stopping their movements in order to do their more powerful attack animation, or were slower and bad aimer. Then, the crematorium guards appears, with their constant and aimed fire breath combined with their great speed. Maelstrom daedroth, some elite clannfear (maestrom and prison II for example) and a couple of others were following this path, effectively become a two head war machine : one for moving, one for attacking, both independent from the others. These mobs are nearly impossible to escape, unlike other mobs. Do the same for summoned creatures. They'll follow bosses and mobs, and never missing a single hit against them since they'll be faster and will attack during movement. Only controls and running pvp player would evade from there attack, and they'll look far less messy.
With only these two changes, pets would be far more fun and competitive to play, and not just because of the "necro/aoe blast from unstable" gameplay. They'll feel like real summons who effectively help their caster instead of giving him some headaches. And even more, all are easy fixes.
If you have some more ideas, feel free to post !