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Pets // no more.

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Shogun4138
Posts: 138

Pets // no more.

Post#1 » Sun Jul 20, 2025 1:37 pm

Just an idea for a bad idea, get rid of them.

"A High Elf warrior can only join the ranks of the White Lions after displaying considerable valour and skill upon the battlefield. They must then also complete the traditional rite of a Chracian warrior -- to hunt and kill a white lion. These great cats are amongst Chrace's fiercest creatures; they stand as tall at the shoulder as a horse, and a swipe of their claws is enough to shatter a spine." [3a] - Warhammer wiki

They were never meant to be buddy's or pets in the lore.

Now Squigs

"Squig herds are essentially herds of captured cave squigs forced into combat by a team of Night Goblins." Warhammer wiki

Maybe they were meant to have them but the modeling, pathing, and other issues of the pet just makes it unplayable.

In my opinion and I know it may not be shared, just get rid of them. It's time for this debacle to end.
Gogo - WE
Propaine - Chosen
Omwtfygf - Rsh

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IAmVulgaris
Posts: 1

Re: Pets // no more.

Post#2 » Mon Jul 21, 2025 5:18 am

TBH I'd be happy with the easiest change possible. Just make the petless tactic available as an option early, at level 2 or 10 even. It's a bit silly it's a 31 tactic in the first place. Same with WL's equivalent being 33.

The pet on SH is an absolute headache to deal with, can't be summoned while moving, is bugged on and off, disappears when you zone at times or when you get bolstered and unbolstered and half of the time I am wondering if the squig died or if it merely got stuck or despawned. Their skill use behavior is also inconsistent compared to the "Turrets" for ENG and Magus which are surprisingly reliable.

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Ysaran
Posts: 1339

Re: Pets // no more.

Post#3 » Mon Jul 21, 2025 5:37 am

To get rid of the pet you should complete overhoul the classes.

For instance, the pet is the only way to have a bit of burts as Msh. Without squig your ST is like wet noodles. I think it is the same for WL, not sure though, I don't play it. This is not just a matter of having a tactic that buff your damage by X%. What really is important HOW your damage is distributed throughout your skill. You have 3 DoTs ad AA for sustained damage, Ard Noggin and Taste Like Stunties as fillers and Git 'Em for burst. For Git 'Em you need the pet. The easiest solution would be to make Git 'Em work even witouth pet, right? Wrong, becouse Git 'Em is buffed from both Squif Frenzie ad M1. If you were to compound both effects in Git 'Em the skill wound be behyond broken.

Honestly, I think getting rid of the pet would just mess up the classes in a different way.
Zputa

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Nameless
Posts: 1410

Re: Pets // no more.

Post#4 » Mon Jul 21, 2025 7:15 am

Sh pet is awesome ppl just need to used to it and manage ut properly. Some addons helps also, pet assist for me is Lifesaver.
Just fix bugs and despawning and they are good
Mostly harmless

K8P & Norn - guild Orz

Quier1952
Posts: 1
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Re: Pets // no more.

Post#5 » Mon Jul 21, 2025 7:42 am

The AI and paths can be frustrating (anyone who has ever tried running up a hill in KV knows what I mean), but they are a core part of the WL identity in RoR today.

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