Creature Handler Archive

Thread: Hey SOE... How do you expect Creature Handler to be able to fight now?

KuroKaze
Wed Jul 20, 2005 6:06 am
#14

it just occured to me - after i finish CH, when i trap something as a ranger/ch the agro deal will work out for my pets.


/tellpet kill


/attack


for CH without traps or snare


the line between saving my bum and the pets getting eaten... there's no margin now - my run and gun kite with firing a couple shots to get mob to chase me, stop shooting until i get some distance between mob and myself. wash, rinse repeat -- can't kite anymore without a good snare
Aerontako_Shretalon
Wed Jul 20, 2005 7:03 am
#15






Govo wrote:


Reverse ur thinking as far as a pet pulling a mob. (as a rifleman) I hit a mob once and unequipe my rifle while running like hell. While running I hit "a" (pet attack). This seems to work fine.


Rinse/repeat.


Things of note:


If pets hit lair by mistake. Battle over, just get on bike and run away.


In certain circumstances pets arent regenerating at all. Gotta look into this more.


To summize, we gotta pull the mob not the pets, unfortunately this leaves melee folks screwed.


Any more info reinforcing or or discrediting this info is appreciated






The problem with all this is that being a CH has become TOO complicated as a combat profession. All other combat professions only have to blast or smash, no real theory involved, while we actually have to plan out how to perform in combat. They have specials, armor, more damaging weapons, only have to worry about healing themselves occasionally, and can jump on a speeder if things get to dicey. Even if the DEV's are looking at CH as a true combat profession and thinking EVERY CH should hold a gun or blade, we still have to put too much thought into combat in order to perform properly. With this, were useually the slowest combat class, especially with call and store timers.


I just don't see us being of any usein solo or in a group now. The DEV's have successfully nerfed us to the point where we just cannot perform as a combat class anymore.
RhaSedi
Wed Jul 20, 2005 7:11 am
#16

i totally agree and very well said. but even this could be managed if we had the same defenses that every other combat class has, given that now our pets are basically our weopons(in theroy at least) and they in themselves no longer provid defense for their masters
KuroKaze
Wed Jul 20, 2005 7:29 am
#17

oh my - yay 20.0


i guess ranger is good now - i get trapping exp per trap thrown now without a penalty on my CH exp.


good way to get exp now is to trap something, shoot at it with pets attacking and stay outside it's reach. the trap and shooting a bit will agro the mob such that pets survive.


hope this helps someone else
Desythe777
Wed Jul 20, 2005 7:41 am
#18

I just started SWG again, and was just starting CH when I left.


I noticed the problem with having my pet attack the lair, and not being able to get the pet to attack anything else until the lair was destroyed. - Very annoying. I could make the pet stop using the follow command, but as soon as I click pet attack again it went right after the lair.


I never had the pet start combat so I never saw the agro issue. Pets I have atm are to low to last very long so I just take agro and kite it around till it reaches me. I have some in medic so I can keep myself healed ok against mobs at or less than my level.


Current spec is Master Marksman, Pistoleer 1/2/1/1, Medic 1/2/0/2, Creature Handler 1/1/1/1.


I haven't fully decided if I just want to dump CH all together or keep it and hope things might get better.


Some huge props to all the people that have stuck with it this long.
GlargTheKelfn
Wed Jul 20, 2005 8:09 am
#19

i started playing ch 1 week after launch. i went thru all the nerfs, (hey look at my 3 rancors and 3 at/st's, wanna duel ), but the day after the cu, i respec'ed out of it and gave all my pets away. smartest thing i ever did.


ahh, for the days 'Rancor-chu, i choose you!'




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RIP All of the above 07.13.03 - 03.20.06
Killed by poor gameplay and developer mismanagment

OddWan
Wed Jul 20, 2005 9:00 am
#20

They don't expect us to fight - they expect us to give up, and get the hell out of a game that they want to see as Jedi versus blasters and all such star warsy things. They want a game that is mind-numbingly mediocre in its lack of variety, so that children can play and get some fast fun from the game and not have to think much. They want the game to be like all the other games so that they may get more customers who aren't as discerning as us. They expect to take the easy way out in the AI and the coding, and our creature pets are just too difficult to adjust to the CU.

Bitter? Moi?




<=/=\=l ~ OddWan ~ l=/=\=>

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<=l ~ Master ch/be ~ l=>

~*~
Saxiff
Wed Jul 20, 2005 9:09 am
#21

With the nerf of pet single pulling, there is about nothing else a CH is good for. We are nerfed once again into oblivion. Lairs I dont care about because I never used my pets for killing a lair till it was empty anyway. Pets still dont follow correctly or follow commands as they should. I am sick and tired of how every patch hurts CH more and more.


HAGG dev's you freakin idiots





Sin'jin Storm, Pre-cu Jedi
Saxiff Stormborn, Master Rifleman/MBH
Tempest...
Chaos

To those who fight for it.....Life has a flavor the protected never know.
nnnntnnnxggggggggggggggg)
Grambacca
Wed Jul 20, 2005 9:41 am
#22

As I have stated before I will state again:


The DEV's are incompetent and have no idea what they are doing!


This Publish and the problems with pets not obeying commands etc as everyone above has stated just reinforces my thoughts on how incompetent the DEV's are.


This Publish just brings me one step closer to dropping CH. I still hold out a very thin thread of hope that the DEV's are going to making changes all year long this year and that by the end of the year things will be better and the ENTIRE planned changes to the game and all professions will be in place making the game and all proffs work as a balanced whole.


Like I said it's a VERY thin thread of hope now. Nuff said!






************************
Grambacca: The Gray Ghost
Mayor of Highland Citadel, Tatooine
Former MCH
~Wroshyyyr Warrior!~
************************
J'awa-Jones
The only player character Jawa in SWG!
.....
~Jawa Avenger!~
************************


REALbp1
Wed Jul 20, 2005 9:44 am
#23






Orileous wrote:

To whom it may concern on the SOE staff,


It really appears to me that whomever was in charge of keeping track of the creature handler changes did not put in any thought as to how a player will be able to enjoy playing a creature handler.


SWG Player for two years and Creature Handler for most of that time...

Orileous Arnos - Naritus

Naro Icon - Radiant






I came to the same conclusion. I'd really like to meet this 'visionary' and ask him if he could please pull his head out.



Ijiamee - Lowca

MCH / MBE / Novice Rifleman
Govo
Wed Jul 20, 2005 12:26 pm
#24

Ok hold on now. I fooled around a bit with my pets tonight and this is what I came up with:


Under no circumstances have pets attack lair. Pets will attack lair until destroyed it seems. Even if u call them back, they will go back to lair.


For those who are CH + any melee proff, I think ur screwed. (read on for details)


I'm CH/and some rifles...heres what I learned...


Sending in pets and hitting retreat quick....It just doesnt work.


Reverse ur thinking as far as a pet pulling a mob. (as a rifleman) I hit a mob once and unequipe my rifle while running like hell. While running I hit "a" (pet attack). This seems to work fine.


Rinse/repeat.


Things of note:


If pets hit lair by mistake. Battle over, just get on bike and run away.


In certain circumstances pets arent regenerating at all. Gotta look into this more.


To summize, we gotta pull the mob not the pets, unfortunately this leaves melee folks screwed.


Any more info reinforcing or or discrediting this info is appreciated



-----------------------------------------------------------------------

Ledaw
Caerwynn
Wed Jul 20, 2005 12:36 pm
#25

I haven't logged Araiya in yet since Publ 20.She has never used pets to attack the lair, so will continue not to do so. As a Master Rifles, she hits pretty hard and tends to draw the aggro anyway, it will be interesting to see how much this has changed. If she is drawing all the aggro then she is going to be pretty unpopular with melee and healers. Sounds as if there is little point in calling pets at all.





Caerwynn (Caerwynn') Royce Grand Master Entertainer and Smuggler
Guild Leader of the Dune Sea Desperadoes. Member of Nebula
Various girls with skills and stuff.

Orileous
Wed Jul 20, 2005 6:30 pm
#26

Well like I said before I'm a melee profesion with CH. You can use an advanced laser rifle to attempt to pull yourself or if your patient and extra carefull use a taunt. But basically with the timer to pull a pet out, group combat is dead. The battle is more than half way done before you get a pet out. Solo now seems more like a death wish. I was still able to take on three level 82 bolle bols with only TK (since my pet was stuck attacking the lair). It was very trying running out of action all the time and not being able to use any TK weapons because all of them seem to be worse that using bare fists. I know CH is not the only broken profession... but its the most broken. Since publish 20 I consider it now 99.9% broken. Whats the .1% that is not? The oh and ah factor you get from new players when you pull out a large pet in front of them. This has been a very sad day for me in SWG. The one profession in this game that I actually enjoyed basically patched nearly out of existance. I have a small hope that things will start getting fixed by December or whenever the console versions of SWG role around. By then I would say have the CU balancing act should be done. Will this effect CH? As history may repeat itself... CH and Commando will get the tail end of the combat patches. Stinks in my book, since both were very broken until possible only a coulpe of months prior to CU.


Ever since the CU came out, it feels like launch did. Things getting constantly adjusted, fixed/broken. But to have professions in the game be totally worthless in the process as become a new low in any game. Sure they gave entertainers new stuff to play with, but no battle fatigue to heal has made it pointless. The novelity of new dances or props will get old quick. I'm sure someone worked hard to code it.


My point is this... add stuff to a profession and take away stuff as you add. Just plain stripping the profession to nothing first and hope the players stay long enough to see what is the game plan for the new revamped version just doesn't make sense to me. If you strip a combat profession to just the basic attack, at the very least add defenses to the profession (even if its temporary) so a player can at least be able to attempt to play in some fashion without changing professions unwillingly.


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