We need a rework on how the warning message on the necromancer works when the pet is outside of tether range.
Currently it behaves like this:
1. You get a warning message at 1500 units, stating you have 10s to get back in range or immediatly delete the pet when it gets further out.
2. You get no warning-release message when your necro pet is back inside range, so you are sitting there nervously sweating till you can physically see you pet.
3. The 10s gives a false sense of security as the time it takes to run the last 500 units for immediate pet deaths takes roughly 1.5s - 2s on speed 1 (where you actually have time to react). But only like 0.2s on speed 6 in a group. Basically if you run with a minstrel and you get the warning the pet is gone the moment the warning pops up in your chat.
This ofc means back down to 10% HP. Then you can enjoy standing there for 20s recasting your pet, getting healed up, then rebuff it yourself, get resists, other buffs, etc...
In short; You get a warning so briefly that you have no time to react and as punishment you have to sit there recasting/buffing your pet for a whole minute afterwards.
As you can imagine that is a lot of fun in a group. That combined with not being able to see the status of your pet being mezzed/stunned/rooted and you have a recipe for disaster.
Ok so how can this be fixed?
Simple.
1. Give a warning release notice, basically a "Your pet is back in range." or something, so the necro knows he doesn't have to worry about it, especially when he can not visually see the pet.
This should be a nobrainer as it doesn't change game balance and would be a welcome quality of life fix for the necro.
2. Consider this one-catch-all solution: First reduce the timer from 10s down to 8s or 6s (number can be tweaked, this is to keep it balanced) and second remove the instant death range this means the pet will get killed after 8s or 6s, after being outside of the 1500 tether range but it will not be instantly killed at 2000 range.
Will this make the necro OP? Lets run a few theoretical scenarios:
1. Your pet gets rooted, you run away with speed 6, you are far outside of tether range like 2800 units and your necro pet is still alive, then the timer is down to 0s and it instantly dies.
2. Your pet gets mezzed, you run away with speed 6, you are far outside of tether range like 2800 units and your necro pet is still alive, you pop purge to save it, it starts to run out (at speed 1 cause its out of speed range), the timer runs down to 0s and it dies before getting inside of tether range.
3. You take the side door inside a castle but the pet doesn't get ported with you but instead runs around the keep to go through the normal exit, you get a warning, the pet runs outside of 2000 units for a brief moment but doesn't instantly dies, he finds the main entrance and makes it back inside the tether range in the 6s. Hurray! One less needless necro pet death.
TLDR; The instant death range on necro pets gives the player no time to react when running in a group as it is too short and really makes the countdown absolutely useless as 9/10 times the pet will run out of range before the timer has even gone down to 5s.
Thanks for reading
Currently it behaves like this:
1. You get a warning message at 1500 units, stating you have 10s to get back in range or immediatly delete the pet when it gets further out.
2. You get no warning-release message when your necro pet is back inside range, so you are sitting there nervously sweating till you can physically see you pet.
3. The 10s gives a false sense of security as the time it takes to run the last 500 units for immediate pet deaths takes roughly 1.5s - 2s on speed 1 (where you actually have time to react). But only like 0.2s on speed 6 in a group. Basically if you run with a minstrel and you get the warning the pet is gone the moment the warning pops up in your chat.
This ofc means back down to 10% HP. Then you can enjoy standing there for 20s recasting your pet, getting healed up, then rebuff it yourself, get resists, other buffs, etc...
In short; You get a warning so briefly that you have no time to react and as punishment you have to sit there recasting/buffing your pet for a whole minute afterwards.
As you can imagine that is a lot of fun in a group. That combined with not being able to see the status of your pet being mezzed/stunned/rooted and you have a recipe for disaster.
Ok so how can this be fixed?
Simple.
1. Give a warning release notice, basically a "Your pet is back in range." or something, so the necro knows he doesn't have to worry about it, especially when he can not visually see the pet.
This should be a nobrainer as it doesn't change game balance and would be a welcome quality of life fix for the necro.
2. Consider this one-catch-all solution: First reduce the timer from 10s down to 8s or 6s (number can be tweaked, this is to keep it balanced) and second remove the instant death range this means the pet will get killed after 8s or 6s, after being outside of the 1500 tether range but it will not be instantly killed at 2000 range.
Will this make the necro OP? Lets run a few theoretical scenarios:
1. Your pet gets rooted, you run away with speed 6, you are far outside of tether range like 2800 units and your necro pet is still alive, then the timer is down to 0s and it instantly dies.
2. Your pet gets mezzed, you run away with speed 6, you are far outside of tether range like 2800 units and your necro pet is still alive, you pop purge to save it, it starts to run out (at speed 1 cause its out of speed range), the timer runs down to 0s and it dies before getting inside of tether range.
3. You take the side door inside a castle but the pet doesn't get ported with you but instead runs around the keep to go through the normal exit, you get a warning, the pet runs outside of 2000 units for a brief moment but doesn't instantly dies, he finds the main entrance and makes it back inside the tether range in the 6s. Hurray! One less needless necro pet death.
TLDR; The instant death range on necro pets gives the player no time to react when running in a group as it is too short and really makes the countdown absolutely useless as 9/10 times the pet will run out of range before the timer has even gone down to 5s.
Thanks for reading