u/-The_Stranger

Beastmaster Rework Feedback 🐻

Disclaimer: This is merely my own musings, thoughts and ideas on how a Beastmaster should play and evolve into post rework and in no way reflects the previous, present or future official development of the class. It is only intended to drive feedback, discussion and fun for all fans. Please be respectful to myself and all who post/comment. ✌

  1. Companion Buffs - With the loss of Sense Magic, this has become an issue overnight. Not being able to see your Companion's buffs as the premier pet class in the game feels very bad. Fix: Adding a Companion Only sense magic trait to Beastmaster or their Instincts.
  2. Enraging Strike - The buff has a duration of 30 seconds and your strikes have a cooldown of 10. After getting off 3 swings you lose your buff and it feels bad to re-apply after just 2 swings with 10 seconds left on the duration. Fix: Add 2-5 seconds to the duration of the buff for upkeep time.
  3. Chop - This ability feels fantastic. Not only that it works directly hand in hand with our Companion's damage and makes you feel like a team. Instead of just a class that happens to have a pet. Fix?: I'd love to see a wind-up animation to match the castbar.
  4. Pounce - It's broken and goes nowhere. Fix: That's above my paygrade.
  5. Lick Wounds - The cooldown and mana cost, feels a bit harsh for what it does. It's only good if you're out of bandages, don't have any form of healing in your group and/or recently bandaged and still low. Fix: Perhaps a rebalance on mana cost and/or cooldown. Feels very punishing based on it's power.
  6. Guardian Spirit - Supposedly the De Facto tank stance for pets. However it only reduces physical damage. So on the off-chance you're fighting a caster mob, this buff becomes relatively useless. Fix: Make it reduce all damage across the board so casters don't nearly invalidate it's existence. As it stands, Savage Spirit is better against non-physical mobs.
  7. Invigorate Companion - The part of the ability that resets Command: Kill sounds nice. However, because it also respects the Global Cooldown, this aspect feels like it's underperforming and just sluggish. Fix: Remove it from Global Cooldown, for back to back and very quick use of Command: Kill for high burst damage.
  8. Maul - 5% for 5 seconds feels very weak and short. Fix: 10% for 5 seconds would feel much better and allow you an option to decently reduce incoming damage that you can't interrupt, for Companion or Tank. Bar space is precious and this feels like a very easy choice to get rid of currently.
  9. Auras/Instincts - Please allow us to move Stances/Instincts on our bar.
  10. Innates - Please allow us to delete old ranks of Innates like we can with Spells. In our "Book".
reddit.com
u/-The_Stranger — 7 hours ago

Shawn's "Raid" Response.

Hey saw the post that this comment was posted on was deleted. So for the sake of information sharing and transparency, I'm posting this here. If the GMs/Devs want it taken down, feel free to delete this post or let me know and I will. Below is a link to Shawn's reply to temporarily taking down the "Raids" in beta and why it happened.

https://www.reddit.com/r/MonstersAndMemories/comments/1u9edki/comment/osfmizs/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

reddit.com
u/-The_Stranger — 17 days ago

The new Bank Music sounds great. The first time I listened to it I just kept the bank open to listen to the entire thing. I legit could not make myself close it. Big continued thanks to Robert Engstrand, for the amazing soundtrack and effects he's done for the game. If you aren't following him yet, you really should.

https://www.youtube.com/@robertengstrandmusic

u/-The_Stranger — 2 months ago