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Hunter Pet Issue Developer Discussion and Plans

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Blizzard have dived into the Community Council thread on Hunter (and other class) pets and discussed various issues of the associated systems, from things that are staying in despite negative feedback, things that are getting improved and more. 

Blizzard LogoPets (Source)

Hello Hunters, just wanted to stop in this thread and say a few things about pets.

Pets have undergone a lot of change in the history of WoW, and the majority of the change was for Hunter pet interactions, so most of the below discussion is specifically about hunter pets.

Pet identity is a thing that’s important, but pets having some uniqueness is also important. These are sort of competing goals. Turtles are inherently an armored, tough creature. Cats often are graceful and agile creatures. Foxes are generally smart and tricky creatures. While I’m not saying that we are designing the pets in the game after reality, it does make some sense that families of pets are different. There’s also a lot of families in each of the three categories. Are things perfectly balanced among the pets with abilities? Probably not. Could it be better? Certainly. Is it better if they all were exact clones and just had a different visual? Maybe. Is that turtle you’re fighting against a tough, tanky turtle, or secretly a turtle with Mortal Wounds? In the current state of things, that is a known answer.

Hati from the BM artifact weapon was sort of a unique situation. A lot of people want a specific archetype of pet for their character they are playing. Artifacts had a lot of visual customization. Forcing a second pet that had a distinct wolf look on every BM hunter for the whole expansion wasn’t something we wanted to do, hence the Essence Swapper existed as a solution to that. We kept the “second pet” functionality with the Animal Companion talent, which lets you choose what your second pet is from your stable.

While mentioning Animal Companion, there’s a known issue that taking this talent reduces the damage of all of your pets and other summoned units instead of just reducing the damage of your second pet. We plan on keeping Animal Companion around, and this is something we have plans to resolve so getting other abilities that summon pets no longer creates bad synergies, but I can’t give a guaranteed timeline on a change.

Revive Pet, and Dismiss Pet being difficult to use is an intentional change that we don’t have plans on adjusting currently. For a while, the solution for parts of the game was to tame 5 pets, do some content in which your pet would die, and just abandon and re-summon a different, new pet, and then go get 5 more pets again later. Dismissing a pet used to be instant, now it has a 3 second cast time. Your pets are not intended to be disposable things, at least for Hunters - Warlocks and Death Knights have some mechanics where they steal from their Pets, but that fits their fantasy. You should care about your pets you are using and should care about keeping them alive.

We’re always looking to improve pathing for both players and pets and make things smarter and more user friendly. That’s an ongoing process for the game as a whole. We discuss problems with pets on encounters where you get teleported or forcibly moved around a lot. We also play classes with pets and understand some of the frustrations. It is not a simple solution, as players move in very complicated ways, and use a lot of tools to move themselves around, and we don’t want pets to just feel like they are floaty or teleport around all the time.

We realize pets are an important piece of your identity as a Hunter, Warlock, and Death Knight (and Mages too?). There are ongoing efforts to improve pets, add new pets, and make cool things for pets and pet classes.

Thanks for the feedback/discussion post!

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IF they haven't fixed this yet: dear god please, if I jump off a ledge to a lower or higher area, don't make my pet run backwards through the whole dungeon aggroing everything in sight and bringing it back to my party. Oh, dismiss it first they say. Of course. But they put a timer on that, and you end up lagging behind the party (more of an issue in PUGs I'd imagine).

 

5 hours ago, Staff said:

We discuss problems with pets on encounters where you get teleported or forcibly moved around a lot. We also play classes with pets and understand some of the frustrations. It is not a simple solution, as players move in very complicated ways, and use a lot of tools to move themselves around, and we don’t want pets to just feel like they are floaty or teleport around all the time.

I mean, isn't it a simple solution? If player is force-moved in same area, give pet an invulnerable leap animation towards player's new location. If player is force-moved to a new area, just teleport pet to player's new location. I doubt anyone would cry over that change.

 

I feel like they overthink this stuff.

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So just fork the game into a role playing story based mechanic free version and develop the rest without it, everyone suffers when they try to satisfy everyone

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14 hours ago, Staff said:

Is that turtle you’re fighting against a tough, tanky turtle, or secretly a turtle with Mortal Wounds? In the current state of things, that is a known answer.

You could just apply an icon to it to identify what talent/skill tree it's using. This isn't rocket science. This is also exactly how PVP works. You see a Priest but don't know what type of Priest it is until it starts casting spells. (At least in my PVP days of yore). You also have no clue what type of rogue or druid you're up against as they start in stealth.

 

Whoop dee whoop what a big deal.

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