Creature Handler Archive
Thread: New Pet Specials System
Aerontako_Shretalon
Fri Jul 15, 2005 6:34 am
#14
Can we not tell our pets to follow the target, attack it, then call it back? If so, the game hasn't changed, just a bit of the rules were unneedingly changed.
theorb22
Fri Jul 15, 2005 9:30 am
#15
Heh, tac nukes, they'd of course need a commando cert for us CH/Commandos
Kyoujin23 wrote:
I haven't read anything about specials in this next publish, but what I have read is gonna hurt just as bad as the 1(0) bug, and maybe worse depending on how long we have to endure it. Right now the only thing pets can do well is pull single targets from a group so you can take em down 1 by 1. After this next publish if you try to have your pet pull an aggresive or social NPC/creature from a group it will draw agro from the rest of the group. These extras will agro YOU, not your pet.If we ever get pet specials againhopefully one of them lets pets use tactical nukes. Otherwise I think we're screwed.
Warpa
Fri Jul 15, 2005 12:37 pm
#16
I would sacrifice specials for the time being to be able to pull pets instantly when out in the wild.
Meuw
Fri Jul 15, 2005 6:50 pm
#18
This fantasy revamp has been discussed since at least february of this year. That is 5 months and they have yet to whisper a word about it until a good 60% of the profession has had enough and left. It is all a pipedream. Might as well be waiting for airborn swine. They cannot even get the simple things to work, and you are going to wait for this? LoL!
theorb22
Fri Jul 15, 2005 10:27 pm
#19
Meuw wrote:
This fantasy revamp has been discussed since at least february of this year. That is 5 months and they have yet to whisper a word about it until a good 60% of the profession has had enough and left. It is all a pipedream. Might as well be waiting for airborn swine. They cannot even get the simple things to work, and you are going to wait for this? LoL!
*Patch 21*
-Introduced new flying swine mounts for creature handlers, which can't be mounted due to bugs, and don't fly due to bugs, please give us more information on the issue to correct the problem.
Warpa
Sat Jul 16, 2005 12:30 am
#20
/LegBite = slows enemy down, causes poison and disease
/LoveBite = we wont even go there 
ArchiieBarrett
Sun Jul 17, 2005 1:54 am
#21
*patch 22*
-Do to too many bugs, some players might not be able to sign on. If you are experiancing this problem please /bug it. Thank you,
The Dev team.
OddWan
Sun Jul 17, 2005 4:06 am
#22
Reading the patch 20 notes makes me shudder. I can wait on them fixing specials, but to take away the last ch thing that is working for us - just says it all.
The only way my companion and I can play this game is the way we work right now. We send our pets to call an aggro - the aggro of level 80-85 runs to us - we all set about it and after about a minute with 6 nargs and 2 TK masters hitting for all we are worth - it goes down. We can clear a cave this way with maybe only an incap or two, or one death and clone - but it takes a good hour or more of our game play and is never boring. We had to adapt and relearn our way of combat, and this was the one that worked and the reason we are still wanted in groups.
With the advent of this new patch - we will never survive the attack of more than 2 aggro at once, as CH and TK are both well nerfed. There can be no switching of pet target - as they don't listen. Before any new changes are made - FIX the profession. Please.
The only way my companion and I can play this game is the way we work right now. We send our pets to call an aggro - the aggro of level 80-85 runs to us - we all set about it and after about a minute with 6 nargs and 2 TK masters hitting for all we are worth - it goes down. We can clear a cave this way with maybe only an incap or two, or one death and clone - but it takes a good hour or more of our game play and is never boring. We had to adapt and relearn our way of combat, and this was the one that worked and the reason we are still wanted in groups.
With the advent of this new patch - we will never survive the attack of more than 2 aggro at once, as CH and TK are both well nerfed. There can be no switching of pet target - as they don't listen. Before any new changes are made - FIX the profession. Please.
Cookie-Eater
Sun Jul 17, 2005 7:00 am
#23
OddWan wrote:
Reading the patch 20 notes makes me shudder. I can wait on them fixing specials, but to take away the last ch thing that is working for us - just says it all.
The only way my companion and I can play this game is the way we work right now. We send our pets to call an aggro - the aggro of level 80-85 runs to us - we all set about it and after about a minute with 6 nargs and 2 TK masters hitting for all we are worth - it goes down. We can clear a cave this way with maybe only an incap or two, or one death and clone - but it takes a good hour or more of our game play and is never boring. We had to adapt and relearn our way of combat, and this was the one that worked and the reason we are still wanted in groups.
With the advent of this new patch - we will never survive the attack of more than 2 aggro at once, as CH and TK are both well nerfed. There can be no switching of pet target - as they don't listen. Before any new changes are made - FIX the profession. Please.
Maybe we should put it in a simple sentence for them to understand:
FIX TEH BUGZ
Ayami-Ayami
Sun Jul 17, 2005 10:07 am
#25
look not at it as being nerfed.
look at it as... oh dang, can;t think of ANY way to put a psotive spin on being nerfed :S
look at it as... oh dang, can;t think of ANY way to put a psotive spin on being nerfed :S
theorb22
Sun Jul 17, 2005 1:22 pm
#26
Ayami-Ayami wrote:
look not at it as being nerfed.
look at it as... oh dang, can;t think of ANY way to put a psotive spin on being nerfed :S
We're being "Balanced"