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About WL's pet

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Pahakukka
Posts: 424

Re: About WL's pet

Post#11 » Mon Jun 02, 2025 5:55 pm

Farrul wrote: Mon Jun 02, 2025 4:26 pm
Pahakukka wrote: Mon Jun 02, 2025 12:50 pm
Battlefield wrote: Mon Jun 02, 2025 11:59 am In scenarios when there a lot of melee dps Lion's pet dies too fast from aoe of Choppa, melee SH, Marauder, aoe of Magus in 5 seconds.

So, don't you think it needs to give some damage reduction to Lion's pet from aoe damage? Or increase healing numbers to pet? Or reduce a cooldown on it?

Because the pet is part of the class, like the Marauder's mutated arm.
This is a niche problem, but buffing wl pet any further will essentially kill any remaining dps spec solo roaming on destro side as it is near impossible to counter even as it is. Only thing i have found is high parry/riposte spec to even counter the pet, but then there is very little to do to prevent wl summoning new one. 15 s cd isnt that long. Wl can kite that 15 s fairly easily and pop new pet on the go.
It is not really a niche problem. Pets were incomplete design in AOR and remains so in RoR.

There are many things in Warhammer online that needed more development from Mythic. You can tell the game was incomplete and rushed to be launched by looking at stuff like PETs and unfinished animations etc ( i.e no arrows on bows). Just look at World of Warcraft at that time for a comparison, pets that were viable in large scale battleground battles. Neither Hunters nor Warlocks (pet classes) had to discard pets because of Area of effect damage. It had a solid system.

For pets to be viable in large scale they must mitigate AOE damage to a large extent and be way tankier overall. Especially melee pets, otherwise you get a situation like with the WL pet who is really only viable in smaller scale fights. WL with pets out are observerd in 6 mans roaming the map or solo players but collapses during any zerg battle. Ranged pets are better off since they're further away from harm but still suffers from the fundamental design flaw.

As for 1vs1 for squishy destro dps vs White lions, the Lion pets are powerful in this situation but is none the less in general one of the most flawed aspects of the game, hence the OP has a point. It has to overcompensate in strong ability to hide the fact that it falls short in so many different ways.

In a well crafted pet system the pet would be viable for all content and not a object of complaint in any situation. Just an extension of the class as it should be. In RoRs most competitive content it is replaced by a tactics(loner). This says it all unfortunately.
I cant speak for wb nor group scale much as i dont do either very much, sometines i join odd guild groups but they are often far from proper competitive 6men. As for pets in general squig bet was/is a bit harsh too. Hitting damn hard, while shooting thro terrain or in some cases underground(pet ran inside small hill) i think engi/magus turrets and range AA does this still.

So i agree with you that pets are far from optimal, but i have no solutions to suggest. I like the idea of pet classes in general. Here maybe they just seem to have too big of a impact in foght, over the player pressing the buttons. Also it sucks to to have your stats tied to pet that keeps bugging out for no reason (like in case of msh) dunno how it is for WL
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts

-"renown pinata for small groups"

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leondre25
Posts: 49

Re: About WL's pet

Post#12 » Mon Jun 02, 2025 7:34 pm

Pets in general are an issue
if you buff their survivalbility then you've made PvPet stronger

if you make their survivalbility weaker and increase their damage as compensation then its dead 100% of the time in group play. AND PvPet will still be just as annoying

if you make the pet a cosmetic walking buff (no damage, high tankiness) then why does it even exist?


no matter what you do. some aspect of pets will get a shaft.
no one finds it fun to die to a pet with little input from the owner.
no one finds it fun to have a pet that does absolutely nothing
and absolutely no one has a proper solution that will make everyone happy.

imo there has to be a hard line taken.
either make pets strong and tell roamers/lowman players to deal with it
or
make pets tanky and weak and tell SH/WL to deal with their cosmetic buff.
I X-Realm to the losing team to make them lose harder.

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Bozzax
Posts: 2621

Re: About WL's pet

Post#13 » Mon Jun 02, 2025 8:29 pm

Battlefield wrote: Mon Jun 02, 2025 11:59 am In scenarios when there a lot of melee dps Lion's pet dies too fast from aoe of Choppa, melee SH, Marauder, aoe of Magus in 5 seconds.

So, don't you think it needs to give some damage reduction to Lion's pet from aoe damage? Or increase healing numbers to pet? Or reduce a cooldown on it?

Because the pet is part of the class, like the Marauder's mutated arm.
Loner tactic is part of the class? How about not having everything in one spec like most others.

If anything this class is meta in almost every setting thanks to upgrades from certain devs
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

RORquest
Posts: 75

Re: About WL's pet

Post#14 » Mon Jun 02, 2025 9:56 pm

Now look up all the procs and passives, and you realize how OP this class is

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Battlefield
Posts: 504

Re: About WL's pet

Post#15 » Mon Jun 02, 2025 10:23 pm

For example Nature's Bond healing ability for pet restore just 785 hit point for 15 sec and that's not enough at all.

I guess possible to increase healing numbers of Nature's Bond and reduce the cooldown for summoning a pet from 15 seconds to 10 seconds.

Illuminati
Posts: 276

Re: About WL's pet

Post#16 » Mon Jun 02, 2025 11:25 pm

Nauht wrote: Mon Jun 02, 2025 11:02 pm Another day another post by Battlefield asking to buff the most overturned class in the game.

You'd think he would have learned by now that it's not gonna happen... but A for consistency I suppose. Or squeakiest wheel mentality?
He just needs to learn the subtlety of influencing the devs under the guise of a healer patch to produce an overpowered solo DPS spec (cough 2H WP) =p

Seriously though, can we stop buffing WL and bring some other classes up to have a spec for every aspect of the game? I thought we were done with crazy when the Beastmaster roamed the game.
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tsyuryu
Posts: 12

Re: About WL's pet

Post#17 » Tue Jun 03, 2025 12:41 am

we should delete all the pets, problem solved, they buggy and hit way to hard, and i guess its server lagg but wl pet can pull people from like 10-20 ft, sometime you will get pull trough a fort postern but you dont even see the pet outside he is inside and somehow it connect

User avatar
Demonito
Posts: 11

Re: About WL's pet

Post#18 » Tue Jun 03, 2025 12:55 am

It's true lion die too fast in large fights, as if trampled by wildebeest
Yet both WL and his pet auto-dps/burst are insane + you can pick the +50% dps on death tactic
Still, here's one idea :

A rework of "Trained to Threaten"
The lion would lose most of his dps while gettin a lot more tanky
Like: -50% dps ; +100% ini and +50% owner' armor stats from items
However all the "Trained to" would get a 2min CD and the snare effect should go to "Trained to Hunt"
That way, it's for you to call when he'll survive by your side, go snare/aoe or burst

Also 15s CD with instant summon is waaay too short
In early wow, you can instant call a pet if he despawned but it takes 10s to rez, without moving and with 15% of his HP
Could be quite the same here: harder to kill and to call back

It's logic for a SH to summon unlimited squigs from his pocket as you focus the squishy herder himself
Lion should be more robust but only if they were not that easy to respawn

tsyuryu wrote: Tue Jun 03, 2025 12:41 am wl pet can pull people from like 10-20 ft

Yep seems the pull range is too far that that it should, even without lag
Last edited by Demonito on Tue Jun 03, 2025 12:58 am, edited 1 time in total.

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Farrul
Posts: 606

Re: About WL's pet

Post#19 » Tue Jun 03, 2025 12:56 am

leondre25 wrote: Mon Jun 02, 2025 7:34 pmPets in general are an issue
if you buff their survivalbility then you've made PvPet stronger

if you make their survivalbility weaker and increase their damage as compensation then its dead 100% of the time in group play. AND PvPet will still be just as annoying

if you make the pet a cosmetic walking buff (no damage, high tankiness) then why does it even exist?


no matter what you do. some aspect of pets will get a shaft.
no one finds it fun to die to a pet with little input from the owner.
no one finds it fun to have a pet that does absolutely nothing
and absolutely no one has a proper solution that will make everyone happy.

imo there has to be a hard line taken.
either make pets strong and tell roamers/lowman players to deal with it
or
make pets tanky and weak and tell SH/WL to deal with their cosmetic buff.
Other mmo games have done it successfully , i don't see why RoR could not. I mentioned WoW since it had both the large scale fights and roaming small scale encounters. Pets were fine in both modes.

RoR devs do not have to reinvent the wheel but just look at what worked in those games and adapt it to RoR.

The main thing for the WL pet would be to make it viable in large scale, then fixing the critical bugs and keep improving the AI which still struggles a lot in certain situations. Loner could exist as an option but no as the mandatory replacement in the WB content.

Farrul
Posts: 606

Re: About WL's pet

Post#20 » Tue Jun 03, 2025 1:33 am

tsyuryu wrote: Tue Jun 03, 2025 12:41 am we should delete all the pets, problem solved, they buggy and hit way to hard, and i guess its server lagg but wl pet can pull people from like 10-20 ft, sometime you will get pull trough a fort postern but you dont even see the pet outside he is inside and somehow it connect
Without Pet the WL does not have a class mechanic, what are you going to replace it with? You'l have to rethink the class from scratch.

This is why Loner/hunter WL is such an awful meta, it stinks since it excludes the class mechanic.

As for Pulls, to be honest i would just remove all them from the game, wl, marauder, engineer/magus. The main reason is that they exist only to grief players, provide cheap kills with little skill involved. Then i would also abolish dps Shamans/AM roamers from the game, if they dps then no healing and vice versa.

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