Creature Handler Archive
Thread: Status of the Creature Handler Profession: Waiting and Hoping
The devs are fixing the armor and the specials, asfor the generic creature rateings I agree to a point. CL should make creatures have a set number of points to work with. Where you can say switchup hitpoints for defense or sacrafice hitpoints and defenses for more powerful pet specials. Thats what we really need is the ability to customize within reason. A level 40 pet should be able to have hams from 4500 to 5000. Depending on how you flip the numbers you could end up with a 4500 ham pet that hits real hard or a 4500 that has good resists or a 5000 with weaker hit and defenses but powerful specials like roots or something. Right now many special moves of the dot variety are so weak as to be inconsequential.
Its my personal hope that the DEVs are working pet specials in that are more varied and atleast more effective over a wider range of situations. I have little doubt though that pet specials will get saddled with timers like everything else now. Plus I hope that the armor rateings we get are actually not the generic ones of the past and that ch pets get access to the armors other players get. That would help CHs to have pve pets and pvp pets. Which previously were the same but they do not need to be anymore.
Asfor the level 80 thing truthfully I think your dreaming. A level 80 pet would be equal to any other player class.
try looking at ch like this.. if you had no other prof but master creature handler i beleave your level is 54 but u can call a lvl 70 pet . i beleave that would out match any other level 54 single prof. (i am not pvp so i dont feel your pain) but this little illusion gives me hope.
forgive my spelling and grammer.. i am stupid
Try looking at it this way. Comparing a wild mob/creature to a pet is not valid. Mobs have damage multipliers pets do not. After a pet is tamed it is no longer the wild creature you saw, same skin different rules and structures apply. A lvl 70 pet vs a lvl 70 wild creature of the sametypedoes not mean a stalemate indeed its just the opposite.
To many people look at the lvl of a creature and make this error of thinking its like the wild creature or mob of that lvl. Mobs and creatures will do higher damage to depending on cl of the player, meaning the lower your cl the more damage they do to you. This gives the apearance of a character getting stronger as they progress in levels when the reality is the mob gets weaker too.
My hope for the future.
The creature handler regardless of what the devsthink or want is for the most part a solo profession. They can pretend it isn't and do things to change it but in the end the ch is alone more often than not. We are in essence our own group and should be respected and given all privelages that groups recieve. As your branch in empathy states, we share a symbiotic relationship with our pets. I ask you all how? its only in our imaginations at this point. It is time to make this real.
A creature handler who is grouped with just his pets (Not players) should be granted the bonus levels of a player group. The highest level of either pet or master should apply to all in this group. This would give viability to a 3 pet group allowing the ch to have more control over some of the higher end content. I am not and refuse to compare us with other professions in this instance since we as the devs admitare unique. The group mentality for us has not worked since 2003. It hs not changed today. I could give a list of why groups for the typical ch is not very fun, but most already know this.
I will not give details on my wish for ch soloability for upper end content now is not the time.
To reply to this thread and tell me why in your opinion it won't work or is unbalancing will be a waste of time and I ask you refrain from what I am sure will be a very intelligent reply.Since this is not happening I really don't want to debate it. It serves no purpous. My ideas on this are far more extensive than what I wrote above and I feel strongly that the misfits of the past should be allowed to thrive in the future with no dependability on anyone other than our pets. All this is, is my wish. Nothing else.
My hope for the future of ch is it's individuality being returned to us.
Message Edited by jopenack on 05-23-2005 11:30 AM
If you think our creatures are going to get their uniqueness and combat viablity back, you're gravely mistaken.
The thrust of the CU was to dumb down combat overall; removing the specific utilty of specifc weapons against specific targets in favor of a far more generalized combat system. This means that creatures having certain resistances and vulnerablities is gone for all practical sense. Mobs are now "angry bags" that are scaled based on the level of the players they're up against, not on their own inherent combat strengths and weaknesses.
ALL combat has been rendered thus by the CU. The only thing right about it is that ranged combat is superior to melee; it is trivial for me with master smuggler skills to hold mobs in place with root specials and then blast away at melee oriented creature mobs. This of course presupposes that the client and server are in synch, which right now is a major problem. Last night I was with a group of guildies in the Myyydril Caverns, taking on the heavy duty baddies in the "deep depths" of the caverns. I was being aggroed and hit by melee attacks from things that from my perspective were out of range or out of line of sight, so I could not target them. When they finally died, it turns out they were right on top of me, but my client reported NOTHING there.
So bugs are the way we die now.
a CL 70 pet should be aleast almost as good a tank as any melee player, it costs us the same nuber of points to master CH as it does for some one to mast swordsman or TKA, but we cant tank a thing !
SioBabble wrote:If you think our creatures are going to get their uniqueness and combat viablity back, you're gravely mistaken.
The thrust of the CU was to dumb down combat overall; removing the specific utilty of specifc weapons against specific targets in favor of a far more generalized combat system. This means that creatures having certain resistances and vulnerablities is gone for all practical sense. Mobs are now "angry bags" that are scaled based on the level of the players they're up against, not on their own inherent combat strengths and weaknesses.
This is on TC:
* Bio-Engineer Pet Stats fixed to have an effect on function
* Each of the following DNA traits now affect new attributes:
o Hardiness: Health
o Endurance: Health Regen Rate
o Fortitude: General Protection (Base Armor)
o Dexterity: Defense Value
o Cleverness: To Hit Value
o Power: Min/Max Damage
o Intellect: Reduces the effectiveness of intimidated, stun, dizzy, and blinded state effects.*
o Fierceness: Adds a small chance for each attack to be a critical hit.
o Dependability: Adds a small chance for the creature to absorb half damage on a hit (critical save).
o Courage: Aggro generation bonus added to normal attacks.
It remains to be seen if wild pets follow this but....BE pets are definately not going to be generic.
nilknoc60073 wrote:
try looking at ch like this.. if you had no other prof but master creature handler i beleave your level is 54 but u can call a lvl 70 pet . i beleave that would out match any other level 54 single prof. (i am not pvp so i dont feel your pain) but this little illusion gives me hope.
forgive my spelling and grammer.. i am stupid
Unfortunately this would NOT out match any other level 54 single profession. CL 70 pets hit for far less damage then a player of CL 54 and do even less damage when engaged in PVP.
InspGadgt wrote:
Unfortunately this would NOT out match any other level 54 single profession. CL 70 pets hit for far less damage then a player of CL 54 and do even less damage when engaged in PVP.
- As mentioned (AHEM devs please read...) option of adjusting a pets stats as it grows (not after it's full grown) would be a good step.
- Having real armor that armorsmiths can make be fitted to your pet, and removed at will, would be perfect. Make it so it adds to armor/resists but say in turn either lowers the damage from the pet or the to hit #. Or something related to the damage output of the pet. Just as it does for players, hinderances on: movement, accuracy, and rate of fire. Why not? It's a fairly common thing in old days when horses were used in battle to put armor on them.
- Maybe add a little more variety in color? You don't see all the same color of hardly any single creature on earth, it's how genetics works.
Also it's really really unrealistic (and makes this game more laughable) to beable to get missions for like level 20 gnorts.. They look like such dinky things.. Yet can be such a high lvl for missions, yet how in the world is there such a thing like this in the wild? Same with a lot of other dinky animals. And the opposite for other things, such as bolle bols. They shouldn't beable to be in missions at such a low lvl. It's unrealistic. It seems like there's no restrictions on what lvl animals will show up on a mission terminal at. Which is just totally unrealistic and messed up.
Probably. But the thing is, Creature Handlers' weapons (our pets) are the only weapons in the game that can be attacked and physically disabled in combat.
Dodece wrote:
Asfor the level 80 thing truthfully I think your dreaming. A level 80 pet would be equal to any other player class.
This is a problem shared by Teras Kasi players, the so-called "melee tank" profession. TK damage has been badly nerfed, and now TKM's can't tank worth a flip. Notice all the respec BH's running around now? Most of them are former TKM/Fencer stackers.
sherriffjustice wrote:
My worry for having pets be specialized ones for tanking, dmg, is that the tanking pets will do less damage therefore generating less "hate". this would cause mobs/npcs to agro the handler 9if in fact the handler does more damage) making tanking useless. Not sure if this is how it would work, please correct me if I am wrong.