Creature Handler Archive
Thread: Fellow Creature Handlers, what do YOU want to see out of the combat upgrade?
As some/most of you know, I'm one of our representatives for the "alpha" phase sandbox test.
Obviously, I don't yet know what all that will involve, what's changing, what CAN change, etc. And I won't be able to talk about it once I DO find out, since I'll be under an NDA.
But what I would like from you all is for you to tell me what you'd like to see the most out of this combat upgrade, so I can insure that I do my best to represent the entire community, and the desires thereof, when I give feedback and when I do the test.
Obviously, I am only one creature handler, but I'm gonna do my best to make us the best we can be! Thanks ahead of time for your replies, all your feedback/comments will be appreciated.
What defines theCreature Handler role in combat?
A Creature Handler's role in combat should be both. Some tameables primarily for tanking. Some tameables primarily for damage dealing.
What basic combat elements should they possess?
It all depends on the tameables. You can't really give a CH combat mods outside of their pets. Perhaps giving an MCH the ability to calm a wild animal in some manner.
What offensive abilities?
Some tameables for pure damage, less tanking. Up some damage here. Low some kinetic resists there. Add light armor piercing for some tameables, you have a damage dealer then.
What defensive abilities?
Some tameables for pure tanking. Low damage, high HAM, high resist pets, you have a tank.A Stand alone Creature Handler is only as good as the pet he/she tames, and this is hardly taken into account.
What unique abilities?
Here is an idea I have for further Creature Handler progression. Pet specializations. Say I choose a Rancor as my specialized pet. Here is a basic idea of how it would work
- Novice Rancor Trainer
Large reduction in HAM costs for the /enragepets and /emboldenpets commands
- Rancor Agressiveness Training
Anatural boost in the Rancors damage from 540-550 to 660-680
/berserk2 and /intimidate2 commands for pet
- Advanced Rancor Empathy
/sentry command for pet. "Pet will guard target to the death disallowing anything within 20m's of target"
Instead of a pet vitality loss, the Creature Handler will have the option of taking SEVERE wounds to himself in exchange of preventing the loss of 1 vitality point to his pet.
- Advanced Rancor Conditioning
+40 Pet Terrain Negotiation
20% HAM increase
- Master Rancor Handler
/trick 3 command healing all mind and wound damage by 90%
/trick 4 command healing all mind and wound damage by 100% curing any disease or poison as well
/breed command Allowing your Rancor to breed with another Rancorproducing a baby of that particular species for the Creature Handler to tame
(must be at a lair of the same species)
/trainmount command allowing the Creature Handler to also make his specialized combatpet into a mount only he can use and ride.
I think you get the idea and hope you like it half as much as I do.
Should add what advantage or asset in group combat?
Like I said. All depends on the pets. A Creature Handler would have the option to use either his tank pets or his damage dealing pets, depending on what he/she has tamed.
How could/should they interact with other professions?
Providing breeding services for Bio Engineers. Providing non-combat uses to non-Ch's, such as rescue pets. (a pet that drags incapped PC's or delivers medicine). Entertainer pets that are trained to "sing" along or do tricks with their entertainer master, giving them bonuses to healing. So many ideas are already on the CH forum.
What interaction / dependencies should exist with other combatants?
Giving CH's the option to tame tanking pets as well as damage dealing pets will give them a more broad role in a group. CH's already depend on BE's for stims and more often now, pets. I am not sure how else a CH could interact or depend on others.
What should be their unique role in the Galactic Civil War?
How about Giving the larger tameables (Tortons, Maklocs, Fambaas) an ability to carry shield generators to assist in battlefield fights. Or the ability for the same large tameables to do area kinetic damage as they run through a group of enemies in battlefield encounters. This could be a command reserved only for the large tameables such as Tortons, Kimogila's, Fambaas and such. A /stampede command used only for battlefield encounters.
Currently in a PvP situation, pets are just not viable. They die much to quickly and can be ignored for several reasons.
1. Pet damage output only consists of kinetic.
2. They have no armor piercing.
3. They do not hit hard enough.
4. They do not hit fast enough.
5. They usually stop attacking when the CH is killed, they do not protect to the death as they should for theirmasters. Thus the reasonspetscan and are ignored in a PvPbattle.
Some armor for our pets perhaps. What I would like is for our pets to be feared. For the CL of a pet to actually mean something. I want a Rancor to make people think twice before they attack it...
Thanks for reading, Ko-alri...
Message Edited by Aakhperkare on 10-29-2004 08:10 AM
jopenack wrote:Not to sound ah like a jerk lolbut Pluto started a thread like this last nightmight be a bit confusing if we have too many of these loland congrats on ur alpha internship hehe been a long time coming but ch may be improved
Heh, sorry. I saw Pluto's thread (I have it floated too
Message Edited by KhaemirSarin on 10-29-2004 08:20 AM
SOETyrant wrote
You will still be able to solo in the game. You just won't be able to solo all the content in the game. Force multipliers (no pun intended) matter in combat.
Gordon Walton
Sony Online Entertainment
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I wonder if he means the larger the group the stronger the mobs lol we already have something like it in how many creatures spawn in a lair. wonder if it will effect a single mob. basically I guess im saying lol sandbox people may want to keep an eye out for the multipliers in the new system
Message Edited by jopenack on 10-29-2004 12:22 PM