@Elric Galad
I'll try to explain better why pet needs better durability and healing.
1) It is very hard to keep up both shadowed hunter and bonded fury and more important the pet can't tank while invisible so shadowed hunters while a nice ability is not a substitute here
2) Not the most important issue, but the most obvious, thematically ranger class is both the ranger and the pet, and the class distinguishes itself from others more when the pet can actually stay alive and be useful in combat, which is why I also suggested buffing other combat abilities for the pet (level scaling the L1 pet talents, giving the pet tier 3 inspirations with bonded fury, could possibly give accuracy / pen bonuses on pet abilities etc)
3) Ranger has no defensive abilities or healing abilities besides shadowed hunter (use of which depends on pet being alive), and you usually don't want to stick him in heavy armor, so it is important to keep enemies away from the ranger. Having a pet that can actually engage enemies without dying allows the ranger to do his thing with maximum bonuses.
4) Ranger loses a huge number of bonuses and abilities if the pet dies, which it usually will in boss fights. This is REALLY, REALLY BAD, even with vengeful grief. And despite what you've said even in well-built parties the pet WILL die in some engagements if used in combat (e.g., Dorudugan can one-shot him). Things you lose if this happens
bonded grief: -10 accuracy, -2 might, -2 resolve
stalker's link: -10 accuracy
distraction training: effective -10 accuracy against affected enemies for your entire party
shadowed hunter: lose intuitive, plus this ability is the ONLY way the ranger can heal besides potions/scrolls
marksman: -5 accuracy if you can't maintain 4m+ distance, which is much easier with pet alive
pet abilities: most important is takedown combo, but also furious call etc
stalker bonus: -1AR, -5 deflection
hearth orlan: lose minor threat for -10 hit to crit (applies mostly to solo)
multiclass abilities: lose many MC abilities that require an ally, e.g. seer echoing shield, tactical meld (applies mostly to solo)
Indirect attribute losses: If the pet is dead, the ranger needs to compensate stats in his build that could otherwise be dumped. A ranged ranger can have stats like 11/7/18/18/18/3, because we don't expect to be hit much, but with pet dead we want higher resolve and con so you don't die instantly, meaning you may have to sacrifice accuracy, attack speed, and/or ability duration
Basically the ranger tends to fall apart when the pet dies, and the effect is worse the higher the difficulty / challenges / fewer companions. Not proposing the pet be an invulnerable tank but it needs some help so it doesn't get killed so much from 1 to 3 hits.
Stated all tier 3 more for simplicity, but courageous isn't useless. Tested some against Dorudugan and boar gets interrupted even with resolute, and prones are quite bad. Brilliant is useless but not as if it is harmful. Somewhat disagree about intuitive, since keeping up shadowed hunters and bonded fury both might not be possible given the large bond cost. But I'd be happy with like energized/robust/swift/aware/resolute/acute
I was just guessing on the X% bond on crit. Though with high INT bonded fury does last 60+ seconds, and most pets attack roughly once per 5 seconds, so on average would return 1ish bond (less with misses). How much bond do you want returned? 2 is too much since the ability costs 2. 1 seems reasonable, so my guess was a bit too low after accounting for misses, but adjust it to whatever returns on average 1 bond IMO. On hit/crit rather than crit is fine, doesn't really matter as long as the expected value of bond regeneration is the same.
What I don't like - costing 1 bond with your proposed rate of bond regen makes SC ranger an infinite bond class, which is OP. I did some testing with Dorudugan to get conservative hit/crit rates for the pet. At L20, base boar accuracy is 103. With bonded fury and marked prey (don't think stalker's link applies to pet, though it should IMO), boar has accuracy 118. Dorudugan has deflection 147 on POTD upscaled. So the attack roll has a -29 adjustment. You hit on a 79+ and graze on a 54 with half grazes converted to hits. P(graze) = P(not miss) - P(hit+)= (1-.54) - (1-.79) = .46 - .21 = .25, P(hit+) = .21+.25*.5 = .335
So with aware or intuitive the boar hits/crits Dorudugan with probability .335. If the boar attacks 12 times over the shadowed fury duration (roughly one attack per 5 seconds, 60 seconds), and returns bond with probability .3 on hit/crit, then the boar returns 12*.3*.335 = 1.2 bond
This is against DORUDUGAN. And he still returns more bond than the ability costs.
I also don't like having tier 2 inspirations on the pet which are quite weak. I would prefer the effects of Bonded Fury be stronger (tier 3 inspirations or at least tier 3 physical inspirations) so it isn't just a resource farming thing. This is more impactful than making the ability cheaper IMO.
Yes, there is an easy solution here in not making Bonded Fury provide more bond than it costs. Be realistic, this ability is going to be used constantly if it provides net resource gain. While I don't see this in itself as a problem, since there are many abilities so good we want them up always (e.g. cipher's borrowed instinct), having a recovery or not is not going to make any difference in how often the player uses it.
Blood Sacrifice (in vanilla) costs no resources and has no recovery. There may be others. Not really the point though as I don't think Bonded Fury should cost 0 bond effective.
You can remove the recovery. You have in fact done so. And yes there are buffs that require activation time, but there are more that do not, particularly with martial abilities like this (frenzy, disciplined strikes, every wizard martial buff, etc.). It makes more sense that these types of abilities with very short animation have no recovery time. It does have a cast time of .5, it isn't zero. There are many many wizard buffs with a cast time of .4 and no recovery, and other martial buffs with instant cast and no recovery. The cast of .5 is appropriate, 0 recovery is appropriate. Net bond gain without cost (unlike blood sacrifice which has large costs to health) isn't, and it won't be balanced by adding a 3s recovery.
Fair enough, and...fair enough, I should have said *additional*. Although Tier 9s are harder picks than Tier 8 since you only get 3. Shadowed Hunters is also pretty expensive, particularly if we almost always have up Bonded Fury.
I'm just thinking of things to incentivize using the pet in combat and make certain abilities better. Having a 15% pet damage returned to ranger (and pet?) would be a cool addition to Bonded Fury IMO. Yeah it benefits melee rangers more but even ranged ones get hit. And it wouldn't be so strong healing that the ranger could tank. You could alternatively attach it to Shadowed Hunters or maybe Distraction Training but thematically seems to go better with bonded fury.
I've spoken enough about why to buff pet healing and combat (e.g. level scaling with resilient/vicious companion). And admittedly this does benefit solo more than a party with tanks, but it does benefit both, and there is no reason you can't buff the pet and buff bond regen and damages etc.? They're hardly exclusive. Basically this is a very large improvement to the class in solo, a major improvement for parties with 1 or no tanks, and a minor improvement for parties with multiple tanks. Even in parties with tanks, though, using the pet for combat is useful for the accuracy buff it provides the ranger.
Fair enough, though it is the nature of things you'll get more (and usually better) input from fanatics like me who've played thousands of hours experimenting with many builds.
Yeah I could have been more clear here, and admittedly this is a bit of a tangent. I was generalizing about the cost of attack abilities vs buff/healing abilities. Heart Seeker isn't the best example since you made its debuff permanent. My point was using resources on abilities that give passive buffs is usually preferable to spending the resources on attack abilities. E.g. with potion of enlightenment, for a barbarian we can keep up stalwart defiance or we can use the roars (not both). Can also look at Shadowed Hunters, which provides moderate healing, invisibility to take potions, escape engagement etc., plus intuitive for a really long time (120s with high INT). Much, much better than three twinned arrows or one whirling strikes. In general I'd rather spend bond on something like this that provides huge buffs while allowing attacks for two minutes vs one big attack. Heart Seeker may be the most powerful attack of the game, it may even be an exception to this rule, just saying with enemies that require 10000+ damage dealt (or solo sometimes vastly more) sustaining buffs for normal attacks is higher priority than using special attacks. And you may sometimes have enough bond to use Heart Seeker and sustain buffs but it is a risk in long fights relying on potions of enlightenment (or worse, not having it) where you may run out of bond trying to sustain passives where if you used heart seeker first you have 4 less max bond (probably 5 after marked prey which is pretty much obligatory). Heart Seeker could be an exception I haven't tested it enough to see if the -30% max health is worth starting a long fight with 4 less bond.
Well I'm trying to give suggestions on how to make SC ranger better. In general, and this is in theme with my previous paragraph, making attack abilities better is going to be much less impactful than making buff abilities better. The changes you made to shadowed hunter for example are far more impactful than the change to twinned arrows. Why I'm focusing mostly on Bonded Fury. Shadowed Hunters is good as is except would be nice if it could be decoupled from pet being alive. Could reduce Shadowed Hunters to 2 bond, though I think 3 is fine given the long duration.
To summarize:
My proposal for Bonded Fury: Cast .5s, 0 recovery, Energized, Robust, Swift, Intuitive, Courageous, Acute, 15% of pet damage returned as health to ranger (and pet?), 30% bond return on pet hit/crit for 30s, cost 2 bond (if cost 1 bond need to adjust bond return downwards)
(Can remove or reduce Intuitive/Courageous/Acute if they bother you so much, first three are most important, though harder to crit for interrupts without intuitive)
And (but less important than above) some kind of power level adjustment for pet abilities. I don't know enough about how it scales to be real helpful, but like have better damage scaling at high level with Vicious/Merciless Companion, and more armor and/or health for Resilient Companion, as is the pet can be one-shot by some enemies which is problematic
And Hardy Companion => provide 10+ health per 3s for 15s, hardy for 15s (this one may be a lost cause, but one can hope)
Stalker's Link => accuracy bonus applies to pet also