Creature Handler Archive

Thread: Yet another CU summery

taloncard
Tue Mar 22, 2005 10:45 am
#1


Ok so with the CU the following will happen:



  • Creature hams and armor will be yet again redisigned

Other effects and unanswered questions on the profession (taken from other threads)




  • Tricks will be useless because they only heal mind and mind wounds wich will not exist

  • Embolden and enrage changes?

  • New CLs? are we getting another stealth nerf yet again?

  • incap recovery? we don't know how that works now, what will be the effect?

  • Special attacks, how will they work with pets?

  • Mounted combat any changes?

  • Prereqs for the profession again any changes?

  • Defensive mods applied to our pets any word on this?

  • These new no skill stims, how will they effect pet stims, and will we be able to use them on pets?

  • Hate system will now make it a 100% aggro chance on the CH and not the Pets. Doesn't this completely nullify the only use CH's have in combat?

  • New armor and resist system, How will this effect pets?what about legacy pets and BE'ed pets. How are they going to adjust them to the new system.natural petswill be easy to adjust to the new wild equilavent, but what about the BE pets? how are they going to be effected?

  • Pet specials? what is going on with them?

  • DOT weapons are disapearing what about our pet DOT attacks?




May 5th is the scheduled release of the CU, that means 1.5 years of nerfdom. there are7 days left of march, 30 of april and 4 days of may till release that means at most there will be 41 days of testing if the CU went into Beta today.


We don't even know officially if the sandbox is open yet, however the rumor mill says no. 1 week later it is closed much to the displeasure of the sandbox testors.


Given that this is a major change to the game effecting all professions (even crafting) you would think that more testing would happen before this gets pushed live, and that we would have more information at this junction. Nope no beta testing just straight to TC


Vert any answeres on the above? Let me guess we will have to log on to TC to check?



Message Edited by taloncard on 03-30-2005 10:35 AM




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


jopenack
Tue Mar 22, 2005 10:56 am
#2

Nice Talon


I was thinking the same thing to organise our concerns into one thread.


Please add to your list stim use it was brought up yesterday, since stim use for non doc/medicswillonly be able to be used by us onourselves will we be able to use them on pets.


I don't think I worded that quite right but the thread is there if you need to refer to it.



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
P9M
Tue Mar 22, 2005 11:20 am
#3

Adding my list to your talon so you can do all the editing of the top message lol.

What does this mean for us? Who is in charge, didn't we do this once?
All creature data will be modified to re-adjust their hit points. Creatures will also have their attacks and armor modified to conform to the new rule set.

UMMMM. Will this change or affect the current CH auto-hate percentage?
A hate system will be introduced to improve gameplay and make agro control more interesting and engaging.

We have had issues here in the past with pets not responding do we expect any change that might break us or will it stay as is for now?
The maximum range for basic combat attacks will be 64 meters.


No mention in this list of combat professions. Can we expect no change?

OLD Profession Prerequisites:

CH isn't here
NEW Profession Prerequisites:

CH isn't here

Adding Grambacca's revelation that stims cannot be used on others. Does this include pets?

Vert, another addition to my list is the wind up, execution, cooldown phases. These do not bother me they are a part of every other game that works. I would like to say I believe they already exist for creatures (not 100% certain but it would appear they have timers already) so do we expect change for this? And if there is change can we get a skill to determine the timer or get it made public knowledge as timers will be for classes?

Jope and others have pointed out Tricks have now become useless. CH most likely will not get unlimited specials because we can heal pets minds with Trick. Will trick be moved to heal the health bar? This would seem like a nice compromise since the health of most creatures will most likely at least double. But then it would have to be put on a longer timer to off set the current amound of pet stims used during combat. In fact, it would have to become unusable in combat itself.
SioBabble
Tue Mar 22, 2005 11:24 am
#4

The hate system will cause the target to focus its attack on whatever or whoever is doing the most damage.


This of course eliminates pet tanks, and nullifies the CH's greatest advantage in combat.


This is stupid beyond belief, but then again, the CU has been transformed from a true upgrade into a massive nerf.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


velm
Tue Mar 22, 2005 11:30 am
#5

ARGH! me no like hate system.
Kitoth
Tue Mar 22, 2005 11:34 am
#6

The 'hate' issue may become one of the single most important changes for CHs in the CU. If there is no mechanism for pets to maintain aggro, their potential as tanks just went from high to zilch.


What we need is a special that works like 'Growl'. Some of you will know what I'm talking about. Basically, a special that can be used to re-aqcuire the 'hate' of the target- and it'd better work at least 90% of the time or it'll be worth very little.




_______________________________________________
Oona Amari...................Talyyn......................Rey'va Amari
Glowstick swinging..........Tamable: Yes............Keeper of the
Nerf Victim
..................Chocolate wookiee......Amari menagerie
velm
Tue Mar 22, 2005 11:37 am
#7

Yes, this 'hate' system will make it VERY difficult for us. How can we have a pet 'tank' if the creature/npc is ignoring it because we are doing most of the dam? kinda pointless.


With each little tidbit of info, my hopes sink even further....
SioBabble
Tue Mar 22, 2005 11:58 am
#8

CH will need to have a new "pet taunt" ability to keep aggro focused on the pet instead of the main damage dealer, which is usually the CH using a ranged weapon. Of course, this is one more thing to put in the new combat queue (the combat queue as you know it is going away, never mind it's there in the first place tomitigate lag issues). No doubt the "pet taunt" will have a "heat up/cool down" associated with it that will render it utterly useless in combat, as we are mauled by the target which never reaquires on the tanking pet.


The devs have NOT thought out this new system. It's being rushed to meet a marketing deadline, and the heritage of SWG being a game that is always presented half-baked will continue.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


P9M
Tue Mar 22, 2005 12:05 pm
#9

I love growl. But that is for another place another time.

Still the point is how does the hate system affect CH. As it is now there is a %chance that any mob will forget the pet attacking it and go straight for the CH. It happens most often to me when fighting Stormtroopers.
jopenack
Tue Mar 22, 2005 12:59 pm
#10

i do not think a growl or taunt would work, battles are supposed to change to make it more fluid at the "moment" inother words what you experience will be real time and your next action will decide your fate. No more spamming no more combatque,


That being said we need an innate skill or bonus to this "hate" system beinng put in place, our pets should be a reflexttion of us. meaning the npc/creature agro's/hates us more than anyone in the group when he targets the ch he targets the ch pets also and attacks whoever is closer. this keeps our pets in the tank role as long as we are smart enough to stay back.


One more nthing to note. Was this system put in place to balance pets out and remove them from being good tanks? It would not surprise me if so, considering what some people believe our strength to be



SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
P9M
Tue Mar 22, 2005 2:11 pm
#11

velm, I agree in part. Pets are better solo for two reasons. 1) everyone else kills faster than CH and 2) we follow our own que instead of following what everyone else is doing.

When grinding CH, I lived for large explosive groups. Watching for my pet to hit a mob then send it on to the next. Of course, this sucked as well because almost always my secondary profession suffered for it.

10K Health (gotta get used to not saying HAM) pet is going to trump 3K max health +900 cummulative buffs.

Pets won't exactly be useless but you better be watching how much you hit the mob youself. That is assuming the Health doesn't decrease.
Kitoth
Tue Mar 22, 2005 2:36 pm
#12

There are thingsthey could add to make hunting as a CH in a group with others so much better.....


Like a way to visually I.D. the target for everyone in the group, to know what you're sending your pets to tank against.


But since that would constitute a new system design related to CH, and since such things are 'outside the scope of the CU', I guess we won't get it.




_______________________________________________
Oona Amari...................Talyyn......................Rey'va Amari
Glowstick swinging..........Tamable: Yes............Keeper of the
Nerf Victim
..................Chocolate wookiee......Amari menagerie
SioBabble
Tue Mar 22, 2005 2:42 pm
#13






Kitoth wrote:

There are thingsthey could add to make hunting as a CH in a group with others so much better.....


Like a way to visually I.D. the target for everyone in the group, to know what you're sending your pets to tank against.


But since that would constitute a new system design related to CH, and since such things are 'outside the scope of the CU', I guess we won't get it.







A way to "visually ID the target for the group" is something Squad Leaders have been asking for for a very long time.


That, too, is beyond the "scope of the CU", so we'll have to see. The problem is, the "scope of the CU" is being defined very narrowly by the devs, when in fact the changes they are contemplating effect crafters and entertainers in siginficant ways as secondary effects.Concentrating all damage on the health pool, for example, nullifies a lot of chef foods and removes any reason for entertainers as mind wound healers. There won't be any mind wounds for them to heal under the new system.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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