More stable master slots and pet exp

Hunter-specific guides and discussion.
User avatar
Duraluminium
Posts: 185

Re: More stable master slots and pet exp

Post#11 » Tue Jun 16, 2026 5:56 pm

Yea hunter is too much limited.
Pet slot is for donations, pet swapping npc is for donations, bigger bag to compensate for a lost bag slot is for donations..
All of these things are almost mandatory for a hunter. It's not some sort of cosmetics, it's just a must-have to play the class.

Billbaclush
Posts: 2

Re: More stable master slots and pet exp

Post#12 » Wed Jun 17, 2026 12:23 am

100% agree and please, also change the gold cost. For now, next slot for me is 250 gold, i dont think its a good design if warrior will need to pay 250 gold just to use their skills, right? so, why hunters do?

User avatar
Duraluminium
Posts: 185

Re: More stable master slots and pet exp

Post#13 » Fri Jun 26, 2026 9:43 am

The cost of playing hunter on Turtle (and Vanilla overall) was too high, I fully agree:
You need to buy a big bag for money to compensate for less inventory slots cause of quiver
You need to spend gold on buying or crafting arrows constantly just to be able to use all your ranged abilities
You need to buy an NPC to be able to change pet in any place in the world
You need to buy additional stable slots first for big amounts of gold, and the last one for real money, just to be able to choose between pets
And ofc you need to pay for riding and mount like most other classes do

Compare it to warlock, the only other class that has pets:
No need in arrows. The only thing that warlock need to cast SOME of the spells does not cost any gold or money
No need in paying for riding and mount
No need in additional npcs to change pets
etc

Barwatt
Posts: 1

Re: More stable master slots and pet exp

Post#14 » Wed Jul 01, 2026 2:35 pm

Yes plz we need more gorillamaxxers

User avatar
Mooshemooshe
Posts: 6

Re: More stable master slots and pet exp

Post#15 » Fri Sep 11, 2026 6:21 pm

New to hunter so pardon the ignorance here, but something I don't understand for balance is why the 3rd slot is 250g? I noticed while leveling different pet families and specific rares are sought after, sometimes camped (I spent 3 hours for Broken Tooth recently).

Is there a balance or design rationale I'm missing for why slot 3 and 4 are important limits?
Parkranger, GM and bus driver of the social challenge mode guild
<Mentally Challenged>

Lane157
Posts: 77

Re: More stable master slots and pet exp

Post#16 » Sun Sep 13, 2026 5:58 am

Mooshemooshe wrote: Fri Sep 11, 2026 6:21 pm New to hunter so pardon the ignorance here, but something I don't understand for balance is why the 3rd slot is 250g? I noticed while leveling different pet families and specific rares are sought after, sometimes camped (I spent 3 hours for Broken Tooth recently).

Is there a balance or design rationale I'm missing for why slot 3 and 4 are important limits?
No reason, and the fact that the 4th slot requires IRL money is a mistake. Stable slots should only cost gold at reasonable prices a la bank tabs.

Chille
Posts: 4

Re: More stable master slots and pet exp

Post#17 » Thu Oct 15, 2026 8:42 pm

Fullheartedly agree. The gold cost is way too high as well. Compare hunter to other classes.

Skurridizo
Posts: 6

Re: More stable master slots and pet exp

Post#18 » Sat Oct 17, 2026 7:55 pm

I agree with the main concern behind this topic, but I think we need to explain the underlying problems more clearly. Rather than simply complaining about the current system, I want to explain **why the current pet progression and stable systems are problematic, how they affect Hunter gameplay, and what could be done to improve them.**

There are two major issues: **pet leveling is too slow, and the stable does not provide enough slots to support the variety of pets that Hunters need.**

---

## 1. Pet Experience: Keeping Your Pet at Your Level Is Too Difficult

There are several reasons why pets gradually fall behind their owners.

### The main problems

- **Players have access to bonus experience.** Quests and rested experience help characters level faster, but pets do not benefit from these sources in the same way. As a result, the pet gradually falls behind.
- **Slow & Steady that gives the player half of the exp (not the pet) from enemies is not enough to make your pet match you.** While leveling with this system, which reduces the experience players receive from monsters by 50%, my pet would typically reach my level when I was already **70–85% of the way through my next level**. In practice, my pet was almost always underleveled.
- **Leveling multiple pets simultaneously is not practical.** I tried raising two pets at the same time so I could switch between them depending on the situation. Both pets started falling behind, and I eventually had to abandon the idea of leveling a second pet.

To put this into perspective, **it took five character levels for my main pet, which was already two levels behind me, to catch up to my character.**

This creates a frustrating situation: Hunters are encouraged to experiment with different pets, but the time investment required to keep them leveled discourages that very behavior.

### Suggested solution: Increase pet leveling speed

**Make pet leveling approximately five times faster.**

Pets cannot outlevel their owners, so increasing their leveling speed would not allow them to become overpowered. Even if a pet catches up with its owner quickly, it would simply restore the intended relationship between the Hunter and their companion.

The goal is not to give Hunters stronger pets than they should have. It is to **remove unnecessary downtime and make experimenting with different pets viable.**

---

## 2. Stable Slots: There Are More Useful Pets Than Available Slots

This is where the current system becomes particularly restrictive.

We currently have **four stable slots, plus one additional slot available for 300 coins in the shop**. That additional slot costs more than any other tool in the shop and the same amount as a 36-slot bag.

Even with the extra slot, the available space is nowhere near enough for a Hunter who wants to adapt to different situations.

### How many pets does a Hunter actually need?

The following is an example of the pets I would consider useful across different builds and activities.

| Build or activity - - - -| Pets needed - - - - - - - - - - - - - - - - - - - - - - - - - - |
| ------------------------ - | ---------------------------------------------------------------|
| **Beast Mastery** -----| Scorpion, Wind Serpent, Raptor ----------------------- |
| **Marksmanship** ---- | Wind Serpent, Raptor, Bear, Tallstrider, Moth ------- |
| **Survival** ------------| Wind Serpent, Raptor, Bear, Moth, Tallstrider, Wolf -|
| **Farming and skips** | Wolf, Moth, Cat ------------------------------------------ |
| **PvP** -----------------| Wind Serpent, Cobra, Raptor, Spider, Bear, Moth --- |
| **Specific utility**-----| Bat, Hyena, Crocolisk ----------------------------------- |

*The Cobra is an optional addition to the three PvE build lists above.*

Looking at the unique pets across these categories, we get:

- **10 core pet types**
- **2 additional optional pets**, depending on the build and preferences

That means we are looking at around **10–12 useful pet choices**, compared with the four standard stable slots or five slots if we purchase the extra one.

**We cannot even keep half of these options available at the same time.**

Of course, not every Hunter needs every pet. This list is an example of how quickly the requirements grow when you want to adapt to different builds, activities, and encounters.

### Why is this a problem?

Other classes can change their talents and adapt their gear and weapons accordingly. Hunters can also change their talents using the Goblin Brainwashing Device, but their pets cannot be adjusted as easily to match the new build.

Each pet has its own niche. The best choice depends on whether you want to maximize damage, provide utility, farm efficiently, PvP, or handle a specific encounter.

Imagine if Warlocks were forced to keep the same demon and curse combination until they returned to a capital city. That would severely limit their ability to adapt to different situations. That is how Hunters feel like.

**Hunters should be able to choose the right companion for the job without having to sacrifice hours of progression or give up other useful pets.**

---

## 3. The Real Consequence: Hunters Settle for Suboptimal Pets

The problem is not just the number of stable slots. It is the combination of limited space and the effort required to raise a new pet.

When you tame a new pet, you may need to:

- Level it up to make it viable for your current content.
- Train the abilities you want it to use.
- Spend time and resources maintaining it.
- Decide which existing pet you have to abandon to make room for it.

As a result, many Hunters simply stick with the pets they already have, even when another pet would be a better choice for their current activity.

This discourages experimentation, reduces build flexibility, and makes the variety of available pet families less meaningful.

The game offers different pet families for a reason. **The stable system should encourage Hunters to explore those options rather than punish them for doing so.**

---

## 4. Possible Solutions

I see three possible approaches to addressing these problems.

### Solution A — Increase pet leveling speed

As explained above, make pet leveling approximately five times faster.

- Pets still cannot exceed their owner's level.
- Leveling alternative pets becomes much less tedious.
- Hunters can experiment with different companions without falling behind on their main progression.

This would directly address the pet experience problem.

### Solution B — Allow pets to learn more family-exclusive abilities

Another approach would be to let individual pets learn more of their family's available abilities, while keeping a strict limit on how many abilities they can actually use.

For example, a pet could have access to several family-exclusive abilities but only be allowed to learn **four of them at a time**.

This is already a limitation in the current system. Cats and Raptors, for instance, can learn Bite, Claw, Cower, Growl, Dash, and Prowl, but they are restricted to four of these six abilities.

The idea would be to extend this principle to more pets and their family-exclusive abilities, giving Hunters more flexibility when customizing their companions.

For example:

- **Support-oriented pet:** Choose four abilities that provide the utility you want.
- **DPS-oriented pet:** Choose the four abilities that best suit an offensive setup.
- **Specialized pet:** Select a combination tailored to a particular encounter or activity.

This would allow Hunters to adapt their pets to different situations without needing an entirely separate pet for every possible role.

Naturally, the available abilities and combinations would need to be balanced individually to prevent certain pets from becoming overwhelmingly versatile.

### Solution C — Introduce a temporary portable Stable Master

A different approach would be to introduce an ability that summons a temporary, portable Stable Master.

Suggested parameters:

- **Duration:** 1 minute
- **Cooldown:** 10 minutes
- **Availability:** Hunter ability or talent, ideally following a similar design philosophy to the Goblin Brainwashing Device's talent-swapping functionality.

This would allow Hunters to swap between their available pets in the field without having to travel back to a capital city or another stable location.

It would not increase the total number of pets a Hunter can own, but it would make the existing stable much more practical to use.

The exact cooldown and duration could, of course, be adjusted for balance.

---

## 5. Final Thoughts

I believe these are two separate problems that deserve to be addressed:

1. **Pet experience is too slow**, making it unnecessarily difficult to maintain multiple leveled pets.
2. **Stable capacity is too limited**, preventing Hunters from taking advantage of the different pet families available to them.

The proposed solutions do not necessarily need to be implemented together. Faster pet leveling would make alternative pets easier to maintain, while more flexible pet abilities or a portable Stable Master would reduce the pressure on stable slots.

The important thing is to preserve the identity of each pet family while making the Hunter class more flexible and enjoyable to play.

**A wider variety of pets should mean more meaningful choices, not more hours of grinding and constant trips to the stable.**

I'd be interested to hear what other Hunters think, especially those who actively switch between Beast Mastery, Marksmanship, and Survival or who play both PvE and PvP.

Who is online

Users browsing this forum: No registered users and 1 guest