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.Farrul wrote: ↑Mon Jun 02, 2025 4:26 pmIt is not really a niche problem. Pets were incomplete design in AOR and remains so in RoR.Pahakukka wrote: ↑Mon Jun 02, 2025 12:50 pmThis 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.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.
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.
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