Jan

Citizen
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  1. It seems that pets in general (not just MM Pets) have certain problems finding the position of their target.

    My guess is that the pets don't get an update on the actual position of their target. They are correctly set to attack the target you assigned them to but they think it's somewhere else.

    So this bug might be related to the problems pets have with knockback. When a pet's target get's knocked around it still seems to think that target is where it was before the knockback. Pets with ranged attacks may nevertheless be able to shoot at that target even though they think it's somewhere else but pure melee pets then just stand there and fail to attack since there's nothing there. Only when the target stands up again, the pets get the new position. Sometimes foes get stuck lying on the floor after knock back and the BM Pets just keep sitting at the old position forever. I managed to push that stuck foe into melee range of the pets and they attacked just fine.

    With the problems you described the pets might not get ANY updates on the position of their targets (with the knockback problems you can at least have your pets attack something else).

    If you guys run into those problems again, please try to bring the target into attack range of your pets. If your pets then shoot at that target we at least know that the problem probably is somehow related to the pets not getting the position of the target and not some weird aggro effects. That would really narrow it down and help the devs fixing it.
  2. It seems that MM pets don't get an update on the actual position of foes that have been knocked back untill they are starting to get up again. I have built a Beastmastery/Storm Summoning MM and as soon as I start doing knockback the damage output of my pets goes way down. The pets run to the position where the foe had been before the knockback and then stay there untill their target starts to get up again. Only then do they close into melee range and start attacking again. The only exception is the ranged attack of the dire wolf, which will fire if the target is still in range for that. Of course a little loss of damage output from the pets is to be expected, since they need to run to the new position of their target, but the time they sit there doing nothing (or probably rather smashing their attack keys, screaming "Why does it say 'Out of range'? It's right in front of me!") is several times longer than the time they spend closing in, and most foes should be dead before they even start getting up if things worked correctly. On foes that get stuck in the prone position there is no way to get the pets to close in on that target. The only way to deal with those is either killing those foes yourself or to knock them back to where they were before the first knockback.

    I have noticed that robot pets may have the same issue but there it is difficult to reproduce since they are mostly ranged and foes only rarely get knocked out of their weapons range. Also there you can lead the robots to a position that is in weapons range of both the old and the new position of the foe and they will attack again.

    But the Beast/Storm MM is really broken by this issue. You can either do knockback or have pretty decent pet damage - but not both. This is really sad because this could be a really fun build - with the added benefit of freaking out Fire/Fire Tanks ;-P