Bio Engineer Archive
Thread: CL 70+ BE Creature
C
Message Edited by Chessack on 07-05-2005 08:19 AM
No worries. It would appear the devs are attempting to nerf CH again. These pet notes were posted in the in-development forum. They were taken down, saying the list was not complete and was put up prematurely. Here are the notes for pets:
Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you.
Pets: Pets now inherit the same aggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player.
Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly.
Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered.
Pets: Fixed a case where pets could lose their ranged weapons when incapped and not regain the weapon until stored/recalled.
As if pets were not already a liability because of their poor AI, now they will draw instant aggro on the pet owner. Pet tanking was removed with the CURB. Now the only remaining benefit of a pet, to pull a single from a mob, is being removed as well, possibly. Again, these are development notes and not carved in stone. If you wish to have a viable pet market, your best interest is to get the developers to leave the freakin' creature handlers alone already.
LOL...thats not screwing CH's. Thats just making things right...
You shouldn't be able to send a pet into a group of mobs and single pull. Why should you not get aggro if you send your pet into get smoked by a team of mobs...
kaizoid,
That sounds pretty narrow-minded.
From my expereince, the one main reason people love a pet in a grp is to be able to pull singles from a mob (most of the time).
In atypical group doing missions on Dant, it is hard to see what other real benefit having a CH will bring.
By its self, yes it makes sense but if you look at the overall picture of where CHs fit into groups, to take this away takes away our most useful skill.
Our pets do not out-damage players, norcan they take arrgo off a player (99% of the time) once the player has attacked with high-damage hits. Pets take 15 secs typically to call, which makes them anti-Dant-mission group to a degree.
Considering the nerfs CH has suffered (like many professions), it does not make sense or even balance things out to do this.
Taking this away just removes one of the main reasons to be a CH.
So exactly what use is aCH in your option (apart from making BEs rich) once this goes?
We might as well get rid of CH if we carry on like this.
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Message Edited by Chemo60 on 07-05-2005 02:07 PM
Chemo60 wrote:
kaizoid,
That sounds pretty narrow-minded.
From my expereince, the one main reason people love a pet in a grp is to be able to pull singles from a mob (most of the time).
In atypical group doing missions on Dant, it is hard to see what other real benefit having a CH will bring.
By its self, yes it makes sense but if you look at the overall picture of where CHs fit into groups, to take this away takes away our most useful skill.
Our pets do not out-damage players, norcan they take arrgo off a player (99% of the time) once the player has attacked with high-damage hits. Pets take 15 secs typically to call, which makes them anti-Dant-mission group to a degree.
Considering the nerfs CH has suffered (like many professions), it does not make sense or even balance things out to do this.
Taking this away just removes one of the main reasons to be a CH.
So exactly what use is aCH in your option (apart from making BEs rich) once this goes?
We might as well get rid of CH if we carry on like this.
Message Edited by Chemo60 on 07-05-2005 02:07 PM
Maybe right maybe wrong. Regardless, why would I ever use a pet at all? There is no benefit to it. In the current system, a crafter with a little bit of CH can send a pet into a mob to hold aggro while they empty a harvester. That could be the difference between life and death. If this sort of dynamic goes live, the craft simply invites death to come and get him by issuing one pet command, attack.
Pets become a liability in that they can't tank and they can't pull. It would appear the developers see a pet's purpose is nothing more than to draw aggro. And I'm spending skill points for this "benefit." ![]()
Keep in mind, a creature handler receives no inherent defensive skills. The pet is the creature handler's armor, or used to be. I could take up another combat skill of course but CH still ends up as wasted skill points. I can master rifleman and be safe, with offense and defense, and still have a ton of points to take up a crafting skill.
Creature handlers are your market if you enjoy crafting pets. Or you can just go tra la la who cares, because you always have those medical supplies to craft. ![]()