Posts with tag happiness
Scattered Shots: Pets at level 10
You probably know by now that Big Red Kitty refers to himself as "we" in all his articles. For the longest time I thought this was just him being silly, but with his return to WoW Insider after a long hiatus, he explained that this is actually a kind of philosophical statement as to the oneness of hunter and pet.
You needn't worry that we (being Brian and I) will start trying to mimic him, but he really does have a good point. When a hunter reaches level 10 and gains his or her first pet, your pet becomes an extension of yourself, and an incredible source of power. The game suddenly gets very easy, and enemies start dying very fast. In effect, with a pet at your side, you become your own tank-damage-healing group all by yourself, able to finesse the control over your character and pet alike to achieve all sorts of neat stuff.
The trouble with happiness
In certain ways, playing a hunter is about depletion. You have to worry about running out of ammo, running out of mana (although not as much since Aspect of the Viper was introduced), running out of range to fire your weapon (though thankfully there's no longer a dead zone), and of course you have to worry about your pet running out of happiness. Which means we have to carry around stacks of food in our bag space, which let's not forget is one bag smaller because every hunter needs an ammo bag, and often some extra ammo on top of that. For some reason, I've never thought about this before: why do we need happiness at all?Sure, it's a nice mechanic at first, adds flavor to the class, but I really like this suggestion by Killernuts (*cough*) of Arthas-H: remove happiness once your pet reaches the top loyalty level. After a while it just becomes a pain; at best I click an AddOn button every once in a while when the alert pops up, and at worst I have to take a break from what I'm doing to scrounge up some food. Or instead of removing it based on pet level, how about based on player level? Make a trainable skill at, say, 30 that keeps pets happy. You can use food to boost their happiness faster (useful with a newly-trained pet), but you don't have to.
At least one nice change is already slated for the pet feeding department: pets will be able to be fed in combat "at some point in a future patch" (Nethaera). So I guess that's nice, since indeed it does suck to lose what can be a significant portion of your damage just because you haven't been obsessively monitoring that little smiley face. Prior to 2.3 it was possible to feign death and then feed one's pet, but this has been "fixed".
The hidden formula behind pet loyalty
Mania's Arcania continues its look at pet loyalty and the mechanics of how it works. Last time, she found that tamed pets would stick around for 30 minutes no matter what you do, and this time around she went the other way-- up to loyalty level two, Unruly.Basically, using a newly tamed pet, a stopwatch, and a notepad, she determined that in order for a pet to go from loyalty level 1 (Rebellious) to level 2 (Unruly), the pet needs to gain 5% of the experience the Hunter needs for his next level. So a level 11 hunter needs 8800 experience to get to 12, which means a pet (of any level and family) needs to kill for 440 XP (5% of 8800) to go up a loyalty level with that Hunter.
Interesting. And the formula apparently works even when the pet isn't actually earning experience (ie when your pet is the same level as you are). However (and this is a big however), time is also playing a factor, and Mania's not exactly how it does-- she let her pet sit happy for a few hours, and then on the very next kill, the loyalty level went up. So it seems to be some combo of experience earned together and time (where more experience or more time can replace the other if necessary), but the exact numbers aren't there yet.
At any rate, good stuff, and Mania is being really thorough with it. If you're a Hunter who changes pets often, it's worth a read.
Hunter, Analysis / Opinion, How-tos, Odds and ends, Leveling
Tamed pets will stay for 30 minutes
Mania's Arcania has been doing some experimenting with tamed pets on the PTR, and she's got a few great tips for all you hunters picking up new pets. First and foremost, apparently any pet you tame, no matter how happy it is or how often its fed, will stick around with you for at least 30 minutes, so if you tame a new pet and don't have food for it, you've got that long to find some. Dismissing a pet or having it die actually stops that timer, too, so if you don't have food and the time is about to run out, you can dismiss the pet, and then recall it when you have food to feed it.She's also looked at some more technical information on how quickly pet health returns after various kinds of dismissals-- in most cases, it looks like your pet actually comes back with a lower percentage of health, which then ticks back up to full in just a second. Probably won't affect most Hunters, although a few of the situation she goes through sound like battleground PvP to me, and it could be that Hunters there are using their pets so quickly that it might make a difference. More testing is on the way, she says.
But at least the taming schedule will probably help Hunters who end up grabbing a rare spawn as a pet and then realize they don't have the food to feed them. We've got more breathing room than we knew we had.































