It feels like more mmorpgs that have came out within the last decade or so have been straying away from having actual pet classes (or at least classes with a permanent pet) similar to WoW's warlock/hunter or even ESO's sorc (if you go that build).
I mainly started thinking this after doing more research on Lost Ark's next 'class' coming in December, the Summoner, and realized it really just 'summons' stuff to do skills, but doesn't really have a permanent pet (which is kind of common to have at least one pet build in an ARPG style game).
This reminded me that FFXIV kind of completely gave up on a 'true' pet system after they made every single combat pet in XIV untargetable, so summoner just kind of summons stuff and then is 'infused' with the power of the summon for a bit (outside of having phoenix/bahamut, doing stuff on their own for like 20 seconds). To be fair to Yoshida and FFXIV, he admitted that he hated designing pet AI, so its kind of inevitable for pets to end up the way they have in that game.
I'm pretty sure New World doesn't have a pet 'build' or plans to introduced 'taming.' Elyon doesn't matter what it had since its shutting down (though I dont think it ever did have them and Mystic was kind of horrible in Tera anyway, so I dont think they could've made a good pet class either way). I think Bless Unleashed has pet taming but I'm not sure if that's just for mounting or combat as well, plus console version is getting shut down (pc will inevitably happen as well). BDO only has the tamer but I dont think many people play it because the pet kind of becomes useless later on. Blade and Soul only has the summoner which is a cat and only one race can play it. It plays well enough I guess but honestly it just feels like its there for NCSoft to sell extra cosmetics for it.
I'm sure there's some 'more modern' released mmorpgs I've missed but it feels like over the years pet classes have either been designed (personally) gimped or just outright omitted from games. What are your guys' thoughts on pet classes in recent mmorpgs (probably within 10 years) and if you care about that type of class at all?
Comments
I loved Taming and the means to control them through spoken commands in UO. I played some (Hunter?) in WoW and thought they had some good ideas there, especially when you could play the pet yourself. That's something I think <Mages should be able to do with Familiars, too.
Taming does seem like a very interesting "class", and does seem to be very lacking.
Note: I think Mage Familiars had always been very underwhelming in their deigns, too.
Once upon a time....
Once upon a time....
Yeah, if the game's engine and monetization was better, it might've lasted longer.
Beyond the regular combat attacks, and based on the pet type...
- Stealth and Backstab
- Poison, paralytic or damage
- Distraction
- "Hold/Grapple/Web/Entangle"
There's a lot that could be done there.
Once upon a time....
http://www.mmoblogg.wordpress.com
Once upon a time....
Once upon a time....
Probably the number one reason is poor pet pathing in wow. There's many dungeons that people may want to skip certain packs of mobs or take shortcuts and pets usually navigate throughout the 'structured' path in order to reach the owner which tends to bring a lot of aggro, so people usually ask hunters/warlocks to dismiss their pets before going forward until they fight. The second lesser reason is that hunter pets tend to taunt to alot if the owners aren't manually toggling it off.
Didn't Tamers stay behind so that their pets would not extend their location towards other MOBs?
I mean, it seems to me that there should be a way to handle them to prevent problems like that.
So, was it the players or the game?
Once upon a time....
How pets work in wow is that they aggro mobs passively just like players do, so if they run infront of an aggressive type mob, it will start to attack. Couple that with pets pathing following a 'specific route' to reach a player when depending on terrain elevation. So if a play were to jump from a cliff to skip running around, the mob will run around to reach the player instead of going down the cliff. I think Blizzard did ultimately make it to where the pet disappears if they get too far from the owner but if they'd aggro'd stuff before then, the aggro will directed at the owner. Now one can interpret it as a player problem depending on how you see it. A) its the owners fault for not dismissing the pet before going down the cliff and/or could be the group's 'fault' for wanting to skip a pack and not educating the pet owner that was the plan. Pet pathing is still pretty bad in wow to this day but they do have some safeguards, like more pets have a 'stealth' and lower aggro detection range, etc, but it still comes down to personal accountability.
It seems to me that Guilds, where players know and talk to each other, and can get such problems ironed out, and continue to play together, would be a huge benefit here.
I also think that Pet specialties as I mentioned earlier in this thread could be a huge benefit to a group. A game design that works with that and polishes it up is what I'd like to see.
But these days, from everything I hear, Players want to speed rush through content. That's not really fun game play, to me. And it takes away from tactical choices and planning-on-the-fly. Which is a lot more fun than just the basic hack and slash.
Once upon a time....
I never had the guts to take my hunter into a dungeon after reading and listening to the horror stories and laments about hunters I was scared of adding my own mistakes to the tales. Pity really as I always adored the class to bits.
https://biturl.top/rU7bY3
Beyond the shadows there's always light
Once upon a time....
I think there are possible solutions, but I suspect none of them would make Tamer players happy. I think it's worth exploring, though.
Once upon a time....
Logic, my dear, merely enables one to be wrong with great authority.
These MMORPGs have evolved in many ways that are a devolution rather than an evolution. I play the MMORPGs for the people I play with and when they leave or the game has a population that manages to rub me the wrong way there is little to keep me around. I also think that this is the reason people flit from game to game.
I never tried UO because I started with Everquest and that game absorbed me like no other game has done but it was the people I met there that kept me playing it. UO also was PvP then it was before Trammel so that completely turned me off. Over the years I have met other people in other games but never as long as I had played Everquest.
The current MMORPGs that action based don't interest me so I often go back to older MMORPGs and if I meet people there I stay a little while and enjoy the game for a few months. I rotate now between games as that seems to keep my interest best.
But therein lies the rub. Players want too much in the manner of the Fantasy Hero.
Once upon a time....