Bio Engineer Archive
Thread: CL 10 Creatures Still too much
HeliosCreed wrote:
How can they tell us how to make a good CL 10 pet when they don't knw how to make them. I don't think they have ever defined the boundaries for a CL 10 pet which is why we are able to make these very powerful creatures. I too am a fan of having a 4k Health 3k Action 2k mind pet with strong poion. I am also a fan of them actually fixing the crafting sytem and "defining" what we are aloud to make and we're not aloud to make. Get it done so we can all move on...
I do not dispute that they should indeed fix these things, neither am i against or flaming this thread. What i am is frustrated. Why? because of the amount of time spent researching into something that we have no idea is valid or not and more importantly, having to deal with dissapointed customers. If i didnt feel so passionately about the class, my customers or my time, doyou reallythink id really give a toss? When i waste my customers time and their pet is broken, i refund them.does that mean to say thatif i waste my time and my fun is broken, should i be reinbursed? of course i cant expect that and i dont. But what i am saying is at least have the common decency totake the TIMEand give some indication to usas to what is acceptable so that youdont waste the timeof others. Is that really too much to ask?
And no i dont understand why they cant put a figure cap to us and say create nothing beyond this amount.they could always say, anything above 3000 healthis a no go,no matter how you configure, will be considered invalid. Or, that the max you can craft is a creature with 2 specials, no more than 3k Health, 1.5k action and 1k mind where you can balance it to even the bar out but you cant say give 400 mind and have 3500 health. crossing 3000 health will jump CL.
along with that guide give us an indicator what is an acceptable to hit, resistsand speed as well as damage with that example. How long does one need to sit down and think about whats acceptable and whats not conceptually?
Why? so at least we can still craft pets within these guide lines. now we are just back to pre publish 6 where we'renot sure if we should craft, hold stock or just sell anyway with precautions. Im not even saying fix the system now, by all means take the time you need to fix it, just give us an idea on what is allowed so we can comply
Message Edited by Windsplitter on 02-24-2004 01:04 AM
CL is based on a combination of all the stats - we all know we must lower the power to increase the HAM, but every generation the courage always drops too, using the recipies and methods we all have been using to get these results.
If they just took one of these massively multigenerational pets into a fight they would see that they're all mouth and no trousers - they're cowards, they run at the first sign of trouble - and the more generations you take a pet through the more cowardly they get. I'd be willing to put money on a 1st gen 4k3k2k HAM pet being able to beat the 9k pet in a fight.
I'm currently working on the 9k ham CL10 - just to put in my shop as a trophy - currently I've got his courage down to 22 (the DNA going it to it started out all having arounf 500)
I would say 300-500 is acceptable for a pet's courage, once it drops below that, sure its got survivability but its no good as a tank.
It looks like many of you are completely forgetting that non-CH pets are not supposed to be tanks. They were added in game as a pure entertainment item, so people who were not Creature Handlers could have a little Fluffy follow them around town. Since that addition, it has been apparently conceded by the devs that a lvl 10 pet should have a mild combat usefulness as denoted by their upcoming release of lvl 10 combat droids. If you want a tank, hang out with a Brawler or Creature Handler or be one yourself.
Look at lvl 10 natural animals. Their HAM is 900 to 1100, with resists being very minor to none. A Bio-Engineer's trademark is making enhanced pets that are better than what is found in the wild... however if you think making a lvl 10 pet with four times the natural power and rivaling a lvl 20 creature is appropriate for everyone to use, then you beon da ganja mon.
MissileToad wrote:
It looks like many of you are completely forgetting that non-CH pets are not supposed to be tanks. They were added in game as a pure entertainment item, so people who were not Creature Handlers could have a little Fluffy follow them around town. Since that addition, it has been apparently conceded by the devs that a lvl 10 pet should have a mild combat usefulness as denoted by their upcoming release of lvl 10 combat droids. If you want a tank, hang out with a Brawler or Creature Handler or be one yourself.
Look at lvl 10 natural animals. Their HAM is 900 to 1100, with resists being very minor to none. A Bio-Engineer's trademark is making enhanced pets that are better than what is found in the wild... however if you think making a lvl 10 pet with four times the natural power and rivaling a lvl 20 creature is appropriate for everyone to use, then you beon da ganja mon.
i dont think missletoad should be 1 starred. he does have a point. i remember when rock beetles were king lol
If you are able to have dialogue directly with Keldarin, I'm sure you can get an answer to the following:
What should the caps be on a level 10 pet? What is the maximum HAM, maximum resists, maximum damage, maximum attack speed, etc.?
It is absolutely unfair that we are lead to believe the system was fixed, yet now are being told yet again that currently createable pets are overpowered. I mean, it was pretty obvious when a CL 8 creature had 9000/8000/7000 HAM with 48% resists across the board and damage topping 450 points that something was wrong, and nobody is objecting to those creatures being uncreateable. But when you're making a CL 10 creature with 4000/3000/2000 HAM and 10% kinetic/blast, vulnerable to everything else, with a damage of 55-65, that seems more reasonable.
Bio-engineers are supposed to make creatures better than what are seen in the wild. Therefore, because the stats seem higher than a CL 10 wild creature, but not extremely much so (basically, higher HAM, lower damage output), it is not unreasonable to think these pets are valid. It is also not unreasonable to think these pets are valid because the patch notes when these changes went in said it was no longer possible to craft invalid pets and that invalid pets could be converted to correct ones. Therefore, telling me my work as a BE creating pets would not be subject to fear that the system was still broken.
I took pride that I did not sell any invalid pets when it was possible to do so for a fortune. I made a few to see how it was being done, but not a single person paid me for one and I did not distribute them. Now, I have been and am currently making and distributing these 4K/3K/2K pets, because I was lead to believe such a thing was within design intentions because that is what the game tells me. A patch to fix pets with invalid statistics already went in, so my pets should not be invalid.
I shudder to think how many customers will now be returning to me in the future with invalid pets if in fact that is what these are, blaming me for being an exploiter or something even though I did nothing wrong and demanding money back. Is Keldarin going to personally apologize to each of my customers and say "sorry, the system was still broken, it's not his fault it's ours?" Because again, any one of those people who read the same patch notes I did would believe these pets are legal as well, because the notes basically stated that it is no longer possible to create pets with invalid statistics.
We absolutely, immediately need a guide to the maximum statistics a CL 10 pet is allowed to have, and we need it yesterday. If the system is still "broken," we also need to be able to check a box while crafting that says "I am creating a non-creature handler pet DNA template" so that the system imposes a limit on statistics, because obviously even though our formulas create a pet that becomes CL 10, they must really be CL 15 or CL 20 or something according to Keldarin.
In the meantime, I will continue to do business as usual, because it's the only way I have to make money, and I have no way of knowing what is invalid and what is not as long as that CL keeps coming out 10 or less. I am simply going to hope that my creations are not deemed invalid at some future point, and that if they ARE deemed invalid they will be treated just like other "legacy" items such as pre-nerf FWG5s and still usable until they wear out.
I think the real issuse is trying to but levels on creatures in a game that does not use levels.
Instead of levels each of the Ch's Skill tree bars should have addressed a creature trats... In stead of +2 Levels per skill bar it should have been +1000Ham +10resist +50damage...Why are you using a Level system?
You have created so many problems trying to convert into a level based system... Level 35 Rancors with 1k Hams and 100Damage... Level 10 Bols 10k Ham and 200Damage...
Why don't you tell the Armorsmith his 75%Kinetic Ubese Armor that sells for a million is to powerful and will be made invalid? Anyone can use this and go tank Rancors
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And also (
Plz plz plz plz with sugar on top tell us what we can create! All animals i sell are non ch and novice ch only. Ive spent loads of time to get some good recepies going wich means alot of traveling wich mean alot of credits and now all this has been just a waste of time and credits! Oh well... I survived the CH "nerf" i think ill survive this too but plz. Get us some info on what we are supposted to be able to create. All they say is that this and that isnt valid but since they KNOW whats valid and whats not there shouldnt be too much of a problem to tell us what we are allowed to create. Would save me(And alot of other people) ALOT of time.
And to end this post i, once again, want to share with you the original answer i had to this post:
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