Creature Handler Archive
Thread: Making CH Competitive
1) Allow pets to attack while being ridden, they all have mouths don't they? Also allow extra defense to melee while on a mount (people are harder to hit high up).
- Banthas that can be milked. Lizards that can lay eggs. etc. All with useful enhancing properties to chef food/drink or other crafting prof. So I might use a slot or two to have some harvestable creatures.
- Allow pets to mate, produce offspring. I can then harvest theAdults for hide,bone,meat. Again with useful properties to enhance crafting profs. I would need a pair of creatures and space for their babies until I had a new breeding pair before I harvested the parents. I might even continuosly harvest offspring from a good breeding pair as they grow. Otherwise I would need to see BE or go tame to replace. Examples; Chameleons that have scales with camouflage properties when crafted into armor or clothing. Graul Hide which crafted into a cloak reduces cold damage by 50%
2. Make Pets apply effects not always combat related.
- A Dancing monkey to work like player Dancer. Musical birds that soothe the mind and apply a small buff, not too competitive with Player Musician.
- A slime secreting Snake. This can apply a coating of slime that improves your mask scent statistic. Whilst in effect it causes one wound per minute to player using it. (like a slow low potency disease) You summon and order it to aattack a player. It places the slime on them as an attack.
- A tracking Hurrton which can locate the nearest creature of a given type by feeding it a portion of meat harvested from the creature type. ( Non specific, functions like tracking, takes you to the nearest Reptile spawn when given reptile meat)
- A reeking Fambaa. This foul smelling beast is constantly exuding vapours which if ignited with heat or energy attacks in its vicinity creates a giant fireball. The Fambaa has grown naturally immune to such damage being 100% resistant to heat. It naturally utilises this abilty to remove parasites which infest its foul smelling coat.
3.
- Banthas that can be milked. Lizards that can lay eggs. etc. All with useful enhancing properties to chef food/drink or other crafting prof. So I might use a slot or two to have some harvestable creatures.
- Allow pets to mate, produce offspring. I can then harvest theAdults for hide,bone,meat. Again with useful properties to enhance crafting profs. I would need a pair of creatures and space for their babies until I had a new breeding pair before I harvested the parents. I might even continuosly harvest offspring from a good breeding pair as they grow. Otherwise I would need to see BE or go tame to replace. Examples; Chameleons that have scales with camouflage properties when crafted into armor or clothing. Graul Hide which crafted into a cloak reduces cold damage by 50%
2. Make Pets apply effects not always combat related.
- A Dancing monkey to work like player Dancer. Musical birds that soothe the mind and apply a small buff, not too competitive with Player Musician.
- A slime secreting Snake. This can apply a coating of slime that improves your mask scent statistic. Whilst in effect it causes one wound per minute to player using it. (like a slow low potency disease) You summon and order it to aattack a player. It places the slime on them as an attack.
- A tracking Hurrton which can locate the nearest creature of a given type by feeding it a portion of meat harvested from the creature type. ( Non specific, functions like tracking, takes you to the nearest Reptile spawn when given reptile meat)
- A reeking Fambaa. This foul smelling beast is constantly exuding vapours which if ignited with heat or energy attacks in its vicinity creates a giant fireball. The Fambaa has grown naturally immune to such damage being 100% resistant to heat. It naturally utilises this abilty to remove parasites which infest its foul smelling coat.
3. Combat abilities.
- A trained Panther that will race to any grouped incapacitatedparty member within 100m of the handler and drag them back to the handler. If they have consented the handler of course.
- A bio engineered snake which injects antivenom into a selected party member. It can be commanded to target a player grouped with handler and apply a cure poison once every minute. It approaches and bites the player. Success would be reduced by the kinetic armor rating of the target.
I envision all these types of creatures having general statistics. Some are found wild and tamed, some are engineered. All require training and their 'special' attacks are their abilities.
A new building should be created which can only be placed by master creature handler. It has storage for pets outside of datapad and a small arena where players can watch creatures fight or duel them in safety for no experience reward.
With a little imagination and using some of the abilities already in the game a creature handler could be much more fun to play. Right now we have up to 3 tanks which are quickly crippled by a reasonable melee player.
Lysiria wrote:
Considering that anyone can be a CH plus another combat profession, the devs will never increase the power of CH to be competitive simply because anyone who is not also a CH will be automatically disadvantaged. Assuming that pure combat professions are equal (which I know they are not, but let's assume that is the dev's goal), no one can use the skills of a rifleman and TKA at the same time because it's tied to the weapon equipped. This is how the other professions balance each other out and why CH is not.
It's been suggested before (by me and others) and I think this is the perfect time to bring it back. Allow CH's to equip a "pet control device" (or whip, whatever) that will give CH pets comparable power of other combat professions. These devices should allow things like greater damage, greater speed, different damage types, armor piercing, armor rating, defense ratings, etc. Perhaps they could be made by BE's. Perhaps different devices could grant different abilites. Or only one device is used but affects different pets differently. I haven't worked out any details, but I think the basic idea is sound and the only way that we can be balanced against other combat professions.
This would not affect how CH currently works. If you want to continue using your pets as you do with your current combat profession, you can. Just don't equip the PCD. I understand that this idea will not help those who currently have CH with another profession, but I honestly don't see how we can be balanced without it. Perhaps our pets could be upgraded enough so that you can drop those other combat professions for something else.
Or I think it would be more likely if we had more pre-requisits instead... Example look at BH, I don't believe they can master 2 full elite professions. Where as we can, which makes us more powerful. ie. MRM /MCH. What would be more realistic would be that we had to be a master Ranger to be a CH. that would allow some med skills and a few combar skills, but then we would be very limited in combat indeed. With forced dependabilty we could be then made equal to the others, but without that I don't see it. The only other way would be to limit elite combat skill points. By either capping points to combat proffessions which would still alow dabling, or split combat and general skill points into two groups, and only alow enough to be a BH or Commando, and then that's how many everyone has to work with.
Then we could be brought up to par.
Otherwise we will have to stay as equals to 1/2 an elite profession. And of coarse we need to loose vit loss for PVP and let are pets do 100% DMG back! No punch pulling on either side.
Also Let everyone handle up to a lvl 20, but increase ch to 100 with max single of cl75. (Can you say Mutant Rancor Baby!)
How about ranches for ch's. I mean half the fun of ch is simply having the pets. give us a ranch with "pens" so pets can roam about outside, inside to according to size. Size of ranch ( pets displayed) can be determined in skill tree.
back again
Mondo Migill
3.) Formations - What about enhancing our formations. If we have 2 pets out and grouped and we issue the wedge formation. How about making the attacker (pvp or pve) lose his "Line of Sight" on the creature handler for a duration.