Bounty Hunter Archive
Thread: Combat Balance Delayed
For the most part, this could hold us over until the rebalance/revamp, but the CL100 cap, if not higher, is a must. Again, I would hold off the BE portion until you've had a chance tochat with the BE correspondent.
Vertexon wrote:
Here's my list so far.One likely addition to this could be raising max number of pet levels (so people could have two CL 50s out at once, for example). Despite the short term satisfaction it would produce, I'm not sure if meddling with pet stats directly is something we would want on a "temporary" basis, knowing that one day it would get changed back yet again. I'm certainly open to discussion on the ramifications of that.
This list was taken right out of the "Making CH Competive" and "Issue/Request List" threads (with the exception of the newEmbolden/Enrage stuff)
Problem: Pets are very easy for players to kill in PvP
Solution: Allow pets to benefit from the 75% PvP damage reduction (or remove this reduction from players)
agreed
Problem: The special attacks "Poison," "Disease," and "Knockdown" do not work with the UseSpecial training commands
Solution: Fix the UseSpecial training commands so they work with these three pet abilities
agreed
Problem:Animalmelee attacks only do Kinetic damage... the most commonly resisted form of damage in SWG
Solution: Give all animals (both wild and pet) a variety of damage types
agreed, especially if they can give BE petsa variety also.
Problem: Some Bio-Engineered pets are brokenly powerful, trivializing the CH's taming skills and giving non-CH too powerful of a pet
yes, some NON-CH pets are not what's intended, and the devs have been informed by the BE community. We are hoping for a fix ASAP--not "pet validity checks", but a fix.
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
No, No, and NO! .../sigh...I apologize for yelling, butBE pets are supposed to be better than a wild counterpart with the same CL, it's to encourage CH's to buy BE pets. That'salso why BE's can make some pets that don't have babies. As for "overspecialization"...are you serious? Specialization is the key to our craft, in fact we are endeavoring to further specialize pets for the CH community. The stats you mentioned are extremely weighted, and we have to be very careful and try many recipes/experimentations to come up with viable pets. FYI, As bad as we have it when it comes to storage for our pets, BE's have terrible dna storage problems, because they don't stack--this makes every sample very valuable--so when I tell you that we have to try many recipes to come up with these specialized pets, that's A LOT of dna--but specialization is what makes the process worth the frustration. You should discuss this with the BE correspondent before submitting.
Problem: Not enough variety in wild pets, particularly at the high end. Leads to the few available choices becoming "Flavor of the Month"
Solution: Make all creatures CL 70 and under have a chance of spawning babies
Again, I think some creatures aren't tamable because it gives CH's a reason to buy BE pets--a solution to this would be to make all creatures tamable that are CL100 and under, but also give BE's access to all types of creature skins.
Problem: Pets still sometimes lose vitality in PvP, despite the changes in Publish 9
Solution: Have QA examine this issue and make recommendations for repairing it
agreed
Problem: Pet defenses are weak compared to those used by players (defense mods, mitigation, 80% composite armor, etc)
Solution: Nerf player defenses. Or boost creature defenses to compensate. Perhaps even a short duration boost, like adding defense increases to the skill Embolden Pets
agreed
Problem: Petdamage per second is weak compared to those used by players
Solution: Nerf player damage. Or boost creature damage to compensate. Perhaps even a short duration boost, like adding damage increases to the skill Enrage Pets
agreed
Problem: Pets are extremely vulnerable to state effects (DOTs, Dizzy, Intimdate, Warcry, etc)
Solution: Boost pet defense against state effects. Could take the form of across the board creature revamp, bonuses embedded in CH skill tree advancement, or bonuses embedded in short duration abilities like Embolden Pets
agreed
Problem: Mounted combat is tactically weaker and riskier than combat on foot. Makes mounts very undesirable compared to vehicles.
Solution: More robust mounted combat system. Allow players to use special attacks while mounted. Allow pet itself to attack while mounted. Add area of effect "trample damage" to mounted pets. Add mount wearable armor.
agreed
Problem: The skill "Jedi Mind Trick" is basically an "I Win" button against Creature Handlers.
Solution: Change Jedi Mind Trick so it does not affect player-owned pets.
I don't have a Jedi, but I'm not convinced on this one. Has anyone ever seen this work? I think some testing is in order--we have to keep in mind that Jedi are very resourceful, and manipulating creatures should be considered a legitimate power--perhaps this ability does a huge drain on their force pool?
Problem: One big pet has much more tanking power than two or three smaller pets
Solution: When a CH calls multiple pets, apply a stat bonus to them for "working together." See Ultima Online's "pack instincts" system
interesting, but this would have to depend on the stats of the pets.
Problem: Some pets run away constantly during battle, even when at full health. Some "body types" more affected than others (i.e. gronda, gulginaw, reptilian flier, graul)
Solution: Probably related to problems with ideal attack range. Send to QA and work on improving for the affected pets.
agreed
you still have to agree that current cl 10 animals are just brokenly powerful. something has to be done about them to make them more of a lvl 10 pet. 6-8k ham with 14%+kinetic resist isridiculous for the clvl that it is.
ScoutMastr wrote:
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
No, No, and NO! .../sigh...I apologize for yelling, butBE pets are supposed to be better than a wild counterpart with the same CL, it's to encourage CH's to buy BE pets. That'salso why BE's can make some pets that don't have babies. As for "overspecialization"...are you serious? Specialization is the key to our craft, in fact we are endeavoring to further specialize pets for the CH community. The stats you mentioned are extremely weighted, and we have to be very careful and try many recipes/experimentations to come up with viable pets. FYI, As bad as we have it when it comes to storage for our pets, BE's have terrible dna storage problems, because they don't stack--this makes every sample very valuable--so when I tell you that we have to try many recipes to come up with these specialized pets, that's A LOT of dna--but specialization is what makes the process worth the frustration. You should discuss this with the BE correspondent before submitting.
digiwrath wrote:
you still have to agree that current cl 10 animals are just brokenly powerful. something has to be done about them to make them more of a lvl 10 pet. 6-8k ham with 14%+kinetic resist isridiculous for the clvl that it is.
ScoutMastr wrote:
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
No, No, and NO! .../sigh...I apologize for yelling, butBE pets are supposed to be better than a wild counterpart with the same CL, it's to encourage CH's to buy BE pets. That'salso why BE's can make some pets that don't have babies. As for "overspecialization"...are you serious? Specialization is the key to our craft, in fact we are endeavoring to further specialize pets for the CH community. The stats you mentioned are extremely weighted, and we have to be very careful and try many recipes/experimentations to come up with viable pets. FYI, As bad as we have it when it comes to storage for our pets, BE's have terrible dna storage problems, because they don't stack--this makes every sample very valuable--so when I tell you that we have to try many recipes to come up with these specialized pets, that's A LOT of dna--but specialization is what makes the process worth the frustration. You should discuss this with the BE correspondent before submitting.
ScoutMastr wrote:
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
No, No, and NO! .../sigh...I apologize for yelling, butBE pets are supposed to be better than a wild counterpart with the same CL, it's to encourage CH's to buy BE pets.
BE pets are likelysupposed to be better for the CL, but I think most people would objectively agree that what's possible since the revamp is extreme (I'm not just referring to non-CH pets, either). It's not possible to have wild twins with Light armor unless you go with the Kinetic Vulnerable Riverside Sulfur Mynock. However, not only can you have Light Armor, Highly Kinetic Resistant BE twins...there are recipes floating around for havingthose qualities in triplets. That's not just better, that'sincreasing the power of a CH who uses BE pets vs. Wild pets by 300%.
That'salso why BE's can make some pets that don't have babies.
That's a possibility, but it could also have been due to other design considerations (or simple oversight). There are a few body types that are tamable in the wild yet cannot be Bio-Engineered.
As for "overspecialization"...are you serious? Specialization is the key to our craft, in fact we are endeavoring to further specialize pets for the CH community. The stats you mentioned are extremely weighted, and we have to be very careful and try many recipes/experimentations to come up with viable pets.
Overspecialization is part of the imbalance. Clones that are designed for PvE are being heavily skewed toward the qualities I mentioned (Kinetic resist, Light Armor, low damage, high HAM). Specialization in generalis an important andvalued part of the system... but overspecialization is imbalanced. You don't seecreatures with low damage, 50% Kinetic resist, Light Armor, and vulnerabilities to everything else walking around in the wild. Fighting something like that wouldn't be very fun,nor(I argue) wouldwielding such a dramatically skewed pet in the Kinetic-dominated PvE world. But these kinds of pets are exactly what is possible in the current BE system.
FYI, As bad as we have it when it comes to storage for our pets, BE's have terrible dna storage problems, because they don't stack--this makes every sample very valuable--so when I tell you that we have to try many recipes to come up with these specialized pets, that's A LOT of dna--but specialization is what makes the process worth the frustration.
I do lurk on the Bio-Engineer forum, and understand the difficulties Bio-Engineers go through (particularly those who docontinual experimenting, rather thanrelying onalready esablished recipes). But some (not all) of the products ofthe BElabors are unbalancing gameplay and draining fun from the Creature Handling. Part of the inherentfun and appeal of the CH profession for some folksis searchingdangerous alien worlds for cool pets. That needs to come back, but there first needs to be a reason tolook for those pets. Ideally a balance will be struck in which both Tamers and Bio-Engineers co-exist.
You should discuss this with the BE correspondent before submitting.
I'm always happy to discuss issues with anyone.
Cudayn wrote:
Move Master CH level cap to 100. <-------- This one definately. Do a quick realign of the level boxes and that way all CHs can enjoy this benefit.
GFoyle wrote:One thing to bear in mind with some of those ideas though:Pets use the same code and stast as standard wild critters - increasing pet damage, for instance, would also mean an increased wild creature damage, which has implications for PvE combat balance.
This is why if put the increase damage and defense bonuses in a CH skill like Enrage or Embolden the only thing that would be effected would be CH pets.
Vertexon wrote:
ScoutMastr wrote:
Solution: Bring Bio-Engineered pets in line with wild animals. Apply more weight to things like Kinetic resist, Light Armor, HAM, and special attacks to discourage brokenly overspecialized pets
No, No, and NO! .../sigh...I apologize for yelling, butBE pets are supposed to be better than a wild counterpart with the same CL, it's to encourage CH's to buy BE pets.
BE pets are likelysupposed to be better for the CL, but I think most people would objectively agree that what's possible since the revamp is extreme (I'm not just referring to non-CH pets, either). It's not possible to have wild twins with Light armor unless you go with the Kinetic Vulnerable Riverside Sulfur Mynock. However, not only can you have Light Armor, Highly Kinetic Resistant BE twins...there are recipes floating around for havingthose qualities in triplets. That's not just better, that'sincreasing the power of a CH who uses BE pets vs. Wild pets by 300%.
I'm no mathematician, but I think we're being a bit loose with our math here...300%? First we'd have to conclude that having armor makes a BE pet 100% better than the wild, right? Doesn't matter really, the cloning process is all about compromises. We may sacrifice those resists we feel aren't important so that light armor and kinetic come through at a lowered CL--that's common sense, but ironically you've already suggested the answer: Give wild creatures a variety of different damage types. I'm not sure how they'd do that though, considering that energy, heat, cold, blast, and electric, would probably not be in their natural capabilities-stun and acid?...should be ok. It's something for the devs to think about though as they introduce new creatures to the game. Even if just kinetic, stun, and acid damage were used EQUALLY throughout the wild creatures, that would be enough to keep BE's from concentrating on kinetic/armor only--then there's the fact that wild creatures usually hit the health more often, so we stagger HAM accordingly to save a few CL points. If the HAM were being hit more evenly, we wouldn't see BE pets with 12k/7k/5k HAM's running about. You simply don't limit (nerf) a BE's ability, just to "quick fix" this problem--as a CH, you especially, should know better...for shame Vert.
That'salso why BE's can make some pets that don't have babies.
That's a possibility, but it could also have been due to other design considerations (or simple oversight). There are a few body types that are tamable in the wild yet cannot be Bio-Engineered.
...that gives us CH's more reason to tame wild creatures, it's all good.
As for "overspecialization"...are you serious? Specialization is the key to our craft, in fact we are endeavoring to further specialize pets for the CH community. The stats you mentioned are extremely weighted, and we have to be very careful and try many recipes/experimentations to come up with viable pets.
Overspecialization is part of the imbalance. Clones that are designed for PvE are being heavily skewed toward the qualities I mentioned (Kinetic resist, Light Armor, low damage, high HAM). Specialization in generalis an important andvalued part of the system... but overspecialization is imbalanced. You don't seecreatures with low damage, 50% Kinetic resist, Light Armor, and vulnerabilities to everything else walking around in the wild. Fighting something like that wouldn't be very fun,nor(I argue) wouldwielding such a dramatically skewed pet in the Kinetic-dominated PvE world. But these kinds of pets are exactly what is possible in the current BE system.
No, you don't see creatures like that in the wild, that's what we do, and it's why we became BE's--to make specialized pets...I can not stress this enough. Who are you to tell us they're "over" specialized? Specialization = efficiency, it would be inefficient to clone in resists that a CH will not encounter while using the pet, thus upping the CL. However, in the wild, creature stats are more evenly distributed--giving them a wide variety of uses. As for the fun factor--trust me, with our current combat capabilities, these pets aren't what's killing our fun.
FYI, As bad as we have it when it comes to storage for our pets, BE's have terrible dna storage problems, because they don't stack--this makes every sample very valuable--so when I tell you that we have to try many recipes to come up with these specialized pets, that's A LOT of dna--but specialization is what makes the process worth the frustration.
I do lurk on the Bio-Engineer forum, and understand the difficulties Bio-Engineers go through (particularly those who docontinual experimenting, rather thanrelying onalready esablished recipes). But some (not all) of the products ofthe BElabors are unbalancing gameplay and draining fun from the Creature Handling. Part of the inherentfun and appeal of the CH profession for some folksis searchingdangerous alien worlds for cool pets. That needs to come back, but there first needs to be a reason tolook for those pets. Ideally a balance will be struck in which both Tamers and Bio-Engineers co-exist.
I think this was a bogus argument from the start. If finding and taming creatures is what a CH found fun about the profession, then they still do. With rares out there now, it's even better--but if it's power you want, then all it becomes is "I want my power for free"...you'd be willing to invest the time in searching for that most powerful tamable, and I can respect that, but for some reason, some of those same CH's can't respect the time and effort BE's put into their craft, and therefore call for nerfs. Look at it this way: a CH can find, tame, and use a wild pet to make money doing missions, or possibly even sell the creature. A BE can make a pet, but with no CH skill, that pet has to be sold. There's no other way for that creation to pay off for that BE. A BE pet's stats have to be skewed in order for a CH to feel it's worth it--if the stats are close to a wild counterpart, then the CH would be more likely to do the "fun" thing, and go find the wild (baby)...so long BE market.
You should discuss this with the BE correspondent before submitting.
I'm always happy to discuss issues with anyone.
...again, I'd leave this one off of the "quick fix until Combat revamp" list. It could be game breaking for the BE community, but it's just a minor annoyance for some of the CH community.