Spazzle
03-10-2010, 01:11 PM
I ran a quick little delve for a couple of buddies last weekand one was playing a Beastmaster Ranger. The mechanics were really off - didn't seem to feel like a pet class at all. (in fact, in many ways the pet felt almost superfluous) I'm thinking of modifying the rules a bit, and wanted to get yer opinion.
So having a pet almost gives the player an extra attack, which can be a bit unbalanced with the other classes since its almost like having two standard actions per round. I assume this is why they made all the pet attacks part of the ranger's actions/exploits. However, it really feels like a gimmick and in many ways can be gimping the rangers damage output since the pet damage can be somewhat lackluster on its own.
Here is what I think I'll propose for future ranger beastmasters:
The pet's damage is actually somewhat comparable to the Hunter's Quarry damage. Certain abilities key off the Quarry designation, so it must stay. What I'll do is let the player give up HQ damage (permanently) and allow his pet to make a standard action each round. Total damage output should be about the same - the beast's attack being the tradeoff for the HQ damage. The one exception would be "paired" powers - where the ranger and the beast act in concert - these would take the standard action of both ranger and beast. (for example, "Fetch" uses the beast to pull a target to the ranger and so the beast would give up its extra action that round) This means the player could select exploits that work for his ranger, and his beast (in essence) becomes his Hunter's Quarry damage.
I don't think its totally unbalanced, but there may be circumstances that I'm not thinking of that would make it an unfair advantage. Chance-wise it is about the same (the player may hit and the beast may miss, or vice versa) so its actually a slight disadvantage since the player would need to roll two hits just to apply his hunter's damage. The tradeoff would be that the player could send his beast after one target (say a minion) and then attack a different target with the ranger, but that's not much different than the "twin strike" ranger power as it is.
I'm also considering removing the requirement that the player spend his ranger's Immediate Interrupt on his turn to allow his pet to make an Opportunity Attack. This would bring it in line with all other summons/pets in the game (they can make OAs without using the summoner's Immediate Action, barring unique circumstances).
I think these changes will make the pet feel more like an active participant as opposed to just a gimmick.
Thoughts?
Cheers ~
icky ricardo
So having a pet almost gives the player an extra attack, which can be a bit unbalanced with the other classes since its almost like having two standard actions per round. I assume this is why they made all the pet attacks part of the ranger's actions/exploits. However, it really feels like a gimmick and in many ways can be gimping the rangers damage output since the pet damage can be somewhat lackluster on its own.
Here is what I think I'll propose for future ranger beastmasters:
The pet's damage is actually somewhat comparable to the Hunter's Quarry damage. Certain abilities key off the Quarry designation, so it must stay. What I'll do is let the player give up HQ damage (permanently) and allow his pet to make a standard action each round. Total damage output should be about the same - the beast's attack being the tradeoff for the HQ damage. The one exception would be "paired" powers - where the ranger and the beast act in concert - these would take the standard action of both ranger and beast. (for example, "Fetch" uses the beast to pull a target to the ranger and so the beast would give up its extra action that round) This means the player could select exploits that work for his ranger, and his beast (in essence) becomes his Hunter's Quarry damage.
I don't think its totally unbalanced, but there may be circumstances that I'm not thinking of that would make it an unfair advantage. Chance-wise it is about the same (the player may hit and the beast may miss, or vice versa) so its actually a slight disadvantage since the player would need to roll two hits just to apply his hunter's damage. The tradeoff would be that the player could send his beast after one target (say a minion) and then attack a different target with the ranger, but that's not much different than the "twin strike" ranger power as it is.
I'm also considering removing the requirement that the player spend his ranger's Immediate Interrupt on his turn to allow his pet to make an Opportunity Attack. This would bring it in line with all other summons/pets in the game (they can make OAs without using the summoner's Immediate Action, barring unique circumstances).
I think these changes will make the pet feel more like an active participant as opposed to just a gimmick.
Thoughts?
Cheers ~
icky ricardo