Posting here as instructed.
-Provoke still not efficient enough in solo play with a defensive pet. Defensive pets can tank the damage from solo content and/or OG's, Mustafar etc just fine with doctor healing but will not hold aggro vs a player character built for damage. This is in some cases intended which is fine however severly lacking in others.
Suggestion: Make provoke stronger in content scaled for up to 8 players that normally does not take much effort to complete IE OG's, Mustafar instances and daily content. Disable provoke vs World Bosses and harder content like Avatar Hardmode including new game modes in development. (Also see next suggestion)
-BE pets should be able to be crafted as a pure defensive beast and be useful, this is not the case now and to my knowledge never was.
Suggestion: If a creature is created scaling towards defense over offense, defensive abilities like Dampen Pain, Trample has a damage component that generate heavy amounts of threat in conjunction with provoke. For this to take effect Provoke must be learned by the pet and all active skills need to be in autofire mode. Only creatures with the defensive, avoidance or armored typing can be created in this manner. This to prevent creatures normally used for damage to be utilized as damage/tank hybrids. In situations where Provoke is disabled - The added damage component and threat generated through this mechanic is also disabled.
-Master Beastmaster box not being used is unsettling. The fact that both the builds that utilize pets doesnt have a master box with jewelry added to it or some sort of stat bonus is a big negative selling point for the professions.
Suggestion: Add a secondary heal that works for pets only with a direct heal component and a secondary heal over time component on a longer cooldown. The cooldown should be longer than the duration of the heal over time component to prevent overlap. The initial direct heal can be strong and the heal over time component can start out strong but fade as the timer ticks down. Exlude this heal from ability resets that high luck provides.
Suggestion 2: On top of this heal, add 10-15% healing potency buff to pet heals only. This to make more build variety available for Beastmasters and not force them down the Master Doctor line like it is now.
Suggestion 3: As suggested earlier with a rework of Provoke and defensive abilities this could also be tied into the Master Box or new boxes gained after speccing into the master box to make it an active choice. If you want your pet to be able to tank you will have to give something else up and by speccing deep into the tree to access stronger abilities for your pet could be a way moving forward.
-Pets losing doctor and squadleader buffs when stored and/or on death. This directly affect the damage output and defensive performances of the pets if losing their buffs in combat since there's no way of easily re-applying them.
-Suggestion: Same as stated earlier in this thread - Make them into a master type buff. If the player has doctor/squadleader buffs on their person the pet shares the buff and duration timers. Players no longer lose their buffs upon death, pets should be treated the same way.
-Entertainer Inspiration buff not available for pets, while not an issue in itself, some QoL would improve pet performance.
Suggestion: Pet recieve a percentage of the stats used for the player, as an example if player gets inspired for maximum kin/ene and +300 in a stat pet's can recieve 10-20% of that as a bonus.
I think that was all I had at this time, brain a little bit mushy after a long day but I hope it all makes sense and if it does not, let me know and I'll try to explain it better.
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