Bio Engineer Archive

Thread: Suggestions for improvement

Mannee
Wed May 19, 2004 12:59 am
#1


I enjoy the Creature Handler ( CH ) Profession. The Bio Engineer (BE) Profession complements the CH Profession in my opinion. The Scout Profession appears to cogaulate the CH and BE Professions supplementing them with Mask Scent, Terrain Negotiation, Efficiencies, and Harvesting. Incorporating Novice Ranger tracking abilites creates a well rounded character, focused on service and support.


I decided to incorporate these professions into one of my characters whom is now a Master CH, Master BE, Master Scout, and Novice Ranger. There are subtleties that detract from wanting to retain these professions though. Presumed, common knowledge items are specific specials that do not validate during combine of five distinct DNA samples. I have thus far encountered Area Combo, Unknown Attack, Force Strike, Open Wounds, Poison Spray, and Plague Strike. This list has a probability of being incomplete or inaccurate at present. I have made an assumption regarding Malklok Plains Walkers since their Creature Level is beyond my character's ability to sample DNA from. Quite possibly a tissue line allowing DNA sampling up to 100 would be appropriate.


I would like to understand if these Creature Specials were programmed not to combine, require a specific statistic value, or are considered for future development. I can only speculate as to what an Unknown Attack is or what Force Strike does but I do know these attacks can be very debilitating when in combat with a creature possessing them. By allowing Bio Engineers to incorporate such Special Attacks into DNA Templates, creatures can be more potent and effective in combat whether it be PvE or PvP.


I am confident this is one method to increase the value of creatures made by Bio Engineers. Many of these creatures found in the wild with such Specials do not possess tamable offspring. I am in now way advocating reliance upon, but rather complimentary to. A Bio E should enhance a particular skin (creature template) beyond what a CH can tame not only by adding a choice of special attacks found on creatures or increase the resistance to damage, but also develop creatures that can excel in combat, their principle role even if they are mountable. The ability to utilize such creatures in combat for a character such as mine with no combat abilities is a plus for quests, etc.


Certainly the community utilizes creatures more often in combat than as transportation, decoration, and display. I propose the amount of kinetic damage be raised only through experimentation beyond the current limit of 60%. All other stats change accordingly through experimentation and I see no reason why kinetic resistance can not. Also, many melee and ranged weapons leave Bio E creatures at a significant disadvantage with hard limits to their armor and certain vulnerabilities appearing shared and common amongst creatures. I would sure like the fortitude increased on a Surefooted Brack making it possible to experiemnt armor on the template.


At present with so many limitations to pet damage, hit ratio, attack speed, specials, armor, and resistances, creatures excel in only one arena at present; PvE, transportation, decoration, and display. If this was intended from the beginning, so be it. If not, I would like to know when this will be remediated by the Developers. At present, I am struggling to find meaning, purpose, identity having Master Bio E, Master CH, on my character and not dispensing with them to grind another series of professions.


To my knowledge, a rather serious limitation to CH revolves around maximum creature level which can not be increased. Bonuses to taming both viscious and wild creatures as tissues can be applied to clothing. I request the developers to consider adding an additional tissue line related to creature level. As well,I would like to see ranged attacks on Bio E creatures more sommensurate with the special the creature has and work as they should. For instance, Voritor Dashers have the ability to range poison , same as Combat Medics, via poison they deliver by spitting. Bio E creatures I have made with Strong Poison / Strong Disease and ranged attack tend to apply kinetic damage over considerable distances whether ranged attack is on or off. Cats, in particular, tend to deliver kinetic damage more often via ranged attacks and I do not know whether that is intentional or not.


The only creature I have made which delivered a ranged attack via spitting is a Kimogila. I would like to observe more consistency in the skins, type of ranged attack, etc. I am certain there are many more observances to be reported but I ask the developers to consider focusing on this content to level the CH profession on par with combat profession unless CH was always intended to be as it appears now.


Combat Medic is a support class to any melee or ranged profession and I would like CH to be on par with CM. I do not think a single pet should strike down an entire team but certainly aid that team in combat to debilitate the enemy and reduce effectiveness.


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