Creature Handler Archive
Thread: What it they made it so we only needed 1 tree in scout like the new BH do?
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Makon
Sun Jul 11, 2004 4:49 am
#14
Forgot to say that I make a good amount of money from selling all the meat I harvest.
Suenr
Sun Jul 11, 2004 8:23 am
#15
Dodece wrote:Chs do not have it overly bad points wise. It is all in where you use the points. 63 in the ch 43 in scout. 106 out of 250 thats 144. More then enough to master another combat class.
That is the problem with CH. It is the only combat profession that can be fully combined with another combat profession. This means that CH has to be relatively weak in order not to over power those who combine it with other combat professions. But then the problem is CH without another combat class is extremely weak. You can't use a sword and a pistol at the same time. They need to find a way where using your pet weapon while using another weapon isn't as big a boost as someone who is only using the pet for a weapon. Until then, CH will always have to be a weak profession on it's own or it will once again become a required profession for every combat profession.
BlindTyldak
Sun Jul 11, 2004 8:53 am
#16
I personally would like to see the skill points for CH INCREASED, so that you can't Master another combat profession at the same time, but still choose your weapon.
DarkJediLady
Sun Jul 11, 2004 12:57 pm
#17
master77880
Sun Jul 11, 2004 1:53 pm
#18
BlindTyldak wrote:
I personally would like to see the skill points for CH INCREASED, so that you can't Master another combat profession at the same time, but still choose your weapon.
the only problem is that many of us don't want to master a combat profession along with CH, but perhaps dabble in a combat profession, and master another profession. My main is MCH/MBE/Pistoleer0040, this is because I will not always have my pets out, and I may need a weapon if aggroed. If we were to make it so we couldn't master a combat profession, then it would most likely mean we couldn't master any other profession as well, that would hurt too many players.
Dodece
Sun Jul 11, 2004 2:28 pm
#19
This is not something new the devs told us from the very beginning that dabbling in multiple professions will be the way to go. Look at the bright side say ch became master scout required, and was made strong accordingly. If its strong enough people will invest the points, and since your in for a penny in for a pound with master scout. All you would get is more master chs. If it were relatively weak for the points used people would avoid it like the plague. The profession would go into decline and die out. Besides I love haveing a melee class that matches up with my range class so perfectly. About the only way I can get into the tank world reasonably without saying to hell with it and pitching my llc and carbine out the window. Please do not take my graul maulers away.
BlindTyldak
Sun Jul 11, 2004 6:42 pm
#20
Sorry, I'm very strongly in the "pick and choose" camp. If you want one profession bad enough, you'll give up another for it. To me that just diversifies the playerbase and is good for the economy.
master77880 wrote:
BlindTyldak wrote:
I personally would like to see the skill points for CH INCREASED, so that you can't Master another combat profession at the same time, but still choose your weapon.
the only problem is that many of us don't want to master a combat profession along with CH, but perhaps dabble in a combat profession, and master another profession. My main is MCH/MBE/Pistoleer0040, this is because I will not always have my pets out, and I may need a weapon if aggroed. If we were to make it so we couldn't master a combat profession, then it would most likely mean we couldn't master any other profession as well, that would hurt too many players.
Makon
Sun Jul 11, 2004 7:08 pm
#21
A higher skill point requirement would make us less able to solo (since pets don't do that much damage by themselves). A lower skill points requirement would encourage everyone to dabble in, or perhaps masterCreature Handler as a flavor of the month deal. I'm happy with the current skill point requirement and I don't see the problem. I don't like to make my template known so that it doesn't become the flavor of the month, but let's just say I can already kick butt with the current requirements and any less would be overkill.
BlindTyldak
Sun Jul 11, 2004 7:15 pm
#22
Makon wrote:
A higher skill point requirement would make us less able to solo (since pets don't do that much damage by themselves). A lower skill points requirement would encourage everyone to dabble in, or perhaps masterCreature Handler as a flavor of the month deal. I'm happy with the current skill point requirement and I don't see the problem. I don't like to make my template known so that it doesn't become the flavor of the month, but let's just say I can already kick butt with the current requirements and any less would be overkill.
But with a higher skill point requirement, they could increase the power of CH to a combat profession, thus making it viable to solo things with your pets as your primary again.
Suenr
Sun Jul 11, 2004 9:14 pm
#23
They could also increase the damage of the pets if they could find a way to decrease the damage of the owners. I would still prefer a way for CHs to increase their pet's damage as long as they forsake doing any direct damage themselves. It wouldn't hurt the dabblers or those who use another profession, but it would increase the power of MCHs who don't want to be forced into having to have another combat skill in order to kill anything.
Dodece
Sun Jul 11, 2004 11:13 pm
#24
I do not know if you make it so that pets are the strong link. Then players will have more reason to just leave the pet, and charge the owner. Since they will know one on one you will have no chance at all. I think there is something humerous about a guy chargeing a fencer who ducks dodges and dives from attacks. While a pet poisons the heck out of them. If you make it so that a player can just be pinned down by pets. Then I can see the logical outcome. You use your pets disease poison attacks to grief people. While you yourself are never in any real danger. I always disliked the imp that raided anchorhead hid up on the hill and sicked his poisoning pet on me. Now if I did not even have the chance to attack him that would be bogus. I would get crippled up by poison and he would just come down do me in with a cdef.
I cannot wait to see people trying to tank against grawl maulers after they put in the special ham pools and chop the armor and buffs down. When that happens people might think about what it actually gets them to blow all their specials on a pet when you are still around. I have fought some pet on player duels. Especially the guy who says I never fought one of those and want to try before my buffs wear out. Occasionally the buff cuts out on them, and the duel ends pretty fast. A pet does fair damage when your ham pools arent like 3200. Cannot wait for buffs to be cut. Then a 240 point pet hit will mean something.
Angel-Catcher
Mon Jul 12, 2004 4:18 am
#25
Good idea from the poster, this profession got way over nerfed. They should give back some points.
Real bad job by the dev, I will never agree with the CH dev. They said CH's were overpower'd bull crap the problem was back in the day nobody was using buffs yet. Pets are a stupid joke in PvP nobody does pvp with a dumb pet cause the CH dev doesn't like his job I guess. We need a Ch dev that really loves pets and wants them to actually win in pvp not be the 100% loser.
LyteFoot
Mon Jul 12, 2004 7:57 am
#26
Pets won't be allowed to win PvP. That just brings PvE to the PvP arena and too many people will complain. I also don't want more skill points for this profession because unlike some pre-nerf players I have no problem with the pets being a secondary and not my primary means of offense and defense. Too many people hanging onto an environment that existed over 6 months ago. I enjoy what I have in CH since I didn't see the "glory days". I'm actually glad I didn't because I also like being a bit unique.
My squad from another game moved here and we are building a pretty affective PvE team. That is because we are mixing our skills instead of all going for similar skills. We have TK's to tank and do kinetic damage, riflemen and carbineers for ranged attacks with varying weapons, commandos for some of the special weapons they bring to the table, a doc to keep us upright, and my pets for when we need to deflect agro. Its called team work. You should not be able to solo all the content in the game and although I have a blast with the pets and actually get attached to some of them they shouldn't be considered when requiring a team to complete content.
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