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The way it works too is half decent for group play, as rather than making animals friendly to you, the skill is worded in a way that makes it universally useful. When you are around, all animals near you are pacified/helpful, depending on the points invested.
Not sure, they pretty much never kill anything on their own lol. But I find the general crowd control to be relatively useful, having less things to hit you, and having more things for the enemies to hit.
Not to mention not having to worry about being jumped at night by black wolves is also nice lol
Figured id chime in after confirming. Yes, if animals affected by your passive kill something, you get XP as if you did.
Thank you for that precious informations. I just guess it's any way to lure animals to boss fights? to make this tree more usable.
Im a big lover of a archetype of wild animal berserker. I wish they add some "ultimate" skill at the end of the trees and for beast master it will be a pernament campanion.
They already have the ability to "recruit" an animal (Or Vukah) and they VERY loosely follow you and help out. However they can be very easily outrun or lost due to the mobility players become capable of (double jump, grapple, glide, etc. I feel like if they could just tighten that up, make them much more responsive and attached to you, that would help out a lot in making the tree feel better.
While I definitely understand the desire for a more traditional "hunter pet" style, I personally don't mind the idea of recruiting a random wild animal to help, making them more "pet-like" but not really your actual pet. Follow closer, more actively (maybe teleport to you when you glide/get too far?), attack more aggressively, attack your targets, or aggressors. But when it dies, it dies, you go get another one.
just a simple thing to resolve that.. summon/unsummon