Bio Engineer Archive
Thread: 20 pets tested. Here is what I found to be too powerful. (nerf list)
ye, i still got a CL 8 pet with 40% kinresist running.
7,5k health,
4,3k action
2k mind
my lvl 32
57% kinetic
light armor
11k HAM is invalid ![]()
ARGHH i was looking forward to doing krayt hunt with my other char
well it looks like it is totally random. I have a level 14 pet with around:
8k health
7k action
and 6k mind.
resists to kenitic at 30%, couple other resists less than that. 2 specials intimdation and stunning strike i think. no ranged, no armor.
Did i mentioned that it isn't even fully grown yet? only at level 6....and can't call it.
have a couple other pets that are even less powerfuland arelevel 16 when fully grown, right now only level 5. Can't call any of them.
Sucks just bought them all like 3 days ago, I am hoping it gets fixed or at leasts let them stay in game like they did with the old T 21's
While i agree that BEs should be able to create pets with far greater stats than those in the wild the CLs of the final 'product' should also be higher CL than the wild versions ... its just a simple matter of balance. We CHs have already got slammed time after time for being overpowered, there is no way they (the devs) will allow a way for CHs to control heavily boosted pets. Not after all the nerfs that have attempted to reduce CH power.
I hope the devs will eventualy find a good balance that will allow your BE profession to be a viable and fun way to make a living but as with most changes we've seen the cycle tends to go like a pendulum ...extreme changes one way ...then the other ... with (hopefully) a balance found sometime after.
As far as some of the stats listed by people ...shame on yas. They are so easily spotted as overpowered its funny. Like a lvl 15 pet should have the same stats as a lvl 30 - 35 normaly is ..get real.
Stinger