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'Stay' Command

Don't think we're discussing how easy it is to code guys. You can stop using that as your point to change something.

First off, stop trying to compare necro and ranger.  They are two completely different classes whose only similarity is they have pets, they have nothing else in common.  A necro has nearly zero melee output, they augment their pets with spells.  While a ranger has MUCH more reliable defenses, and fights alongside their pet providing additional melee.  

Necros already have a "stay" component in entomb.  Your suggestion is in no way an impact to them.  You are suggesting a buff for rangers, and that is the only class this would effect. 

As a Ranger your pets being plagued, and that plague possibly spreading to you or the other pets, is part of the price a ranger pays for having a melee proficient character augmented by additional melee output from pets.  Saying its for "rp reasons" doesn't negate the pk impact this has on the class.  As it stands most casters, and many melee's even, cannot stand against a ranger well at all.  Plaguing pets is one of the few remaining strategies to help combat the rangers output and weaken them, forcing them to release and thus deal with the beast-call timer.  Letting them just park the plagued pet until the plague fades would give them a much easier way to deal with this, in effect letting them wait out the plagues on each pet simultaneously.  

Secondly the Ranger having the pets OR being able to stealth fully is the price they pay for having a rogue like skill in camo, but having to choose between it and their horde.  If you want to stealth with your pets then take the path that allows that, tracker I believe, and deal with the lower level smaller horde.

Necros strong. That is all

So your saying the price they pay to be balanced is the annoyance of endless plague hopping between pets and owner, then if they want to rid that plague they need to unbalance themselves by releasing all pets and spending the next 2-3 game days rebalancing themselves. 

Plague affects rangers more than any other classes with charmies, not so much necros, correct. Just with plague alone a necro or shaman can easily send a ranger completely packing by plaguing one pet and avoiding confrontation. But this whole idea isn't based on saving pets from plague, it's one corner. 

Necros can create new plague resistant zombies without fail, rangers get the option to call a select pet with a huge chance of fail. Ever shout out a beastcall only to get a raven or displacerbeast over and over and over? So then you select a specific beast and fail... wait times are crazy.

If people want pets tha camo they can choose tracker, yes. However this thread isn't about 'pets don't camo', it's that they won't stay. 

I only see better gameplay mechanics with the ability to have pets and charmies stay in other rooms, people keep bringing up PK implications when the first thing they do when fighting a ranger or necro is: push, impale, summon, isolate, blackjack/strangle to kill pets first and more. With a 'stay' command or nofollowing from sit every other class receives these skills at no lag, no mana cost and no effort and receive exactly what they want, a ranger or necro opponent without pets :)

You are still doing it UC.  You're comparing a class with pets who all have VULNS, a class that has one defense, and ZERO melee potential.  To one that has pets who do not have vulns, can hide, and has the full compliment of melee defenses. 

Necro and Ranger are so far separated there isn't a common factor other than the pets themselves. 

The real core of your suggestion is quite obvious.  Plague is a bitch to deal with as a ranger.  An annoyance? more like that IS the equalizer.  It isn't a game-play mechanic you are after, you are after a buff to your pets. 

Your last paragraph doesn't really make sense.  All of those skills require the enemy exposing themselves to the unbelievable about of melee that the ranger can put out.  Isolate rarely works, the pets seem to be resistant to summon, as in  I have tried and fail 4 of 5 attempts many times for huge mana cost and lag risking getting caught.  I know they cant be slept or hypnotized, fyi. 

You seem to be trying to squeeze a pk buff through the cracks of game-play mechanics.  If you don't want your pets with you, find a door, or release them.

So as a ranger you supposed to love those creatures.

As a necromancer, nooooot so much.

I say if UC gets the stay command it should have one HUGE caveat.

If a ranger forces his pets to stay when they are plagued, thereby abandoning an animal in need, the game automatically applies a negative RP punishment.

So if its a mechanic you seek, done. If its a PK advantage, its costing you RP, legitimately.

1 minute ago, Fool_Hardy said:

So as a ranger you supposed to love those creatures.

As a necromancer, nooooot so much.

I say if UC gets the stay command it should have one HUGE caveat.

If a ranger forces his pets to stay when they are plagued, thereby abandoning an animal in need, the game automatically applies a negative RP punishment.

So if its a mechanic you seek, done. If its a PK advantage, its costing you RP, legitimately.

If you're asking for an RP penalty if you leave pets to die due to plague using the stay command, why not just impose the penalty now as you can do virtually the same thing with pass door and doors.  End result is the same.

Just because I'm a ranger doesn't mean I have to love my companions.  They choose to come.  They know the risks.  And nature is cruel as well as kind.  Survival of the fittest.  It's just one type of RP for the class.

Now I'm not saying that there shouldn't be a cavaet that comes with, if this were to be implemented.  Just not an RP penalty as it is nonsense.

 

As a side note, herb can cure plague.  For the non-beastmaster, this means you choose yourself or a pet.  Decisions decisions.

The tracker gets a group herb I think. ALL rangers have access to esuna through staves do they not?

Nope.  Definitely beastmaster.

And yes, esuna through the lamian staff.

This thread went down the rabbit hole of plague focus...

If a ranger 'stays' a single pet because it has plague doesn't he lose that pet for .... 12 hours ? This hurts the ranger.

If a ranger 'stays' ALL his pets in one room won't he literally lose them ALL from the plague passing back and forth? This hurts the ranger.

If a ranger caught plague and 'stays' all his pets so they don't catch it, doesn't this still hurt the ranger because now he is alone?

Beastmaster rangers can cure plague, I ditched my archer because 95% of the classes are able to negate his entire lore which made PK battles stupid on my side. My biggest beef with playing a ranger is the specific beastcall failure rate and timer, I started this thread because my other char was having sooo many issues with his charmie. PLUS I kept seeing pet issues with ranking and traveling when necros and rangers are mixed together.

So to end the plague part of this thread plague sucks and will continue to suck no matter if a 'stay' command it implemented or not, staying pets doesn't cure your pets or get them back any faster. Using stay on plagued pets actually makes it harder and more time consuming to get the pets back together than disbanding them altogether :)

We've already had general agreement that making the command lag and have a timer (once pet is retrieved, it can't be ordered to stay again for a while, say 24 hours) will mitigate PK balance issues.  Why are we still arguing PK balance issues when no one is contesting that agreement?

Edited

I'm for it so long as isolate gets buffed bwhahahahaha

5 hours ago, Pali said:

We've already had general agreement that making the command lag and have a timer (once pet is retrieved, it can't be ordered to stay again for a while, say 24 hours) will mitigate PK balance issues.

No no that's not what we agreed on.

A timer must exist so a ranger can't stay and retrieve his pets immediately.

The way I see it, and the way I think it will be the most fair, is this:

  1. You stay your pet.

  2. Your pet gets a 24 hour timer.

  3. This same pet can not be retrieved before the timer runs out.

  4. When you retrieve the pet, it gets a another 24 hour stay timer again, so you can't stay it again before the timer has ran out.

Summary: The timer goes on the pet when you stay/retrieve it. If the timer hasn't expired, you can't stay/retrieve.

This I think is fair. After all, as UC said, it doesn't really matter if you stay or release, as long as there is a long ass time you have to spend without the pet.

1 hour ago, f0xx said:

No no that's not what we agreed on.

Considering that you hadn't given any specifics on your proposed timer, that's why I called it a "general agreement" - as in one where details hadn't been fully worked out (we'd agreed on lag + timer of some sort, not how much lag nor what timers).  I think having two 24 hour timers is a bit overkill, as I really don't see the power boost to be anywhere near as strong as you seem to, but I'm fine with it.

Aye, 24 might be a bit of an overkill. Just used it as a general example.

I see what you did there... ;)

Or you could just release them back to the wild and call them again when you need them...

1 hour ago, Kyzarius said:

Or you could just release them back to the wild and call them again when you need them...

The idea is to make it so that stay doesn't have PK utility, but quality of life and RP utility, and this would apply to more than just rangers.

It just seems like a pointless thing.  

Other than rangers? Cant be DK charmies, that would expire.  That leaves what, cabal pets?

I agree with @Kyzarius. I have played several rangers and necromancers over the years. This seems pretty pointless to me. It may seem like a quality of life and RP utility but it does have affect on PK that has to be considered.