Creature Handler Archive

Thread: Bring back Pet's HAM regeneration.Why should we be forced into the Medic profession??

Ravenmist
Tue Aug 12, 2003 6:04 am
#14

Wrong Rip, playing with pets heals all their mind damage still so really you should hope to be lucky enough to have them take mind damage instead. (faction pets still screwed tho)


Ravenmist
Tue Aug 12, 2003 6:06 am
#15

Kibas, the slow regen rate effects all pets, even faction pets.. basically you'll go old and gray before they can regen a full bar.
NiteBird
Tue Aug 12, 2003 6:17 am
#16

I'm actually not taking BE just for the stims. I'm thinking about the creatures that can be cloned. I doubt I will stay with BE, though. It seems that's a pretty borked profession. And, I'm already half way up the medic trees and carbineer. I don't want to give those up.



________________________________________
Forgive your enemies. It messes with their heads.
Ikochan
Tue Aug 12, 2003 6:49 am
#17

This is false.


Each class is not supposed to be independent. In fact, one of the beauties of SWG is that there is a bit of dependency on other classes. In order to get experience, medics need to heal others. They get no experience from healing themselves. Artisans mine for most of their materials, but they can't get all of them through mining: they are dependent on scouts to provide hides.


I see nothing wrong withcreating more dependency of CHs on medics. (Or, as I see it, more dependency on Bio-Engineers and their wares). You don't have to take up the medic or bio-engineering professions, but it would be useful. Hearing how messed up the BE class is currently, it's admirable for them to see how they could make the class more useful. This is a suggestion that has been floated about in both CH and BE boards and I'm looking forward to purchasing some pet-specific stimpacks from my local BE.




-----------------------
Ikoru
Master Ranger
Tatooine - Valcyn
"Changes that affect others, you call it a fix. Changes that affect yourself, you call it a nerf."
giggamonkey
Tue Aug 12, 2003 7:17 am
#18

what r upeople thinkin not lettin pets regenerate?????????? u need to stop fixin $hit that ain't broke!!!! u need to start fixin stuff that broke like the fact that half the time my pet is fightin he'll dissappear and end up back in the closest town. I know im not the only one too.....i see stray pets in and around towns all the time.


At what point is this nerfing of ch gonna stop???????????


Since your not gonna let pets heal why not do the same for us? For example, when people r done surveing make them go find a medic to reheal their action damage!!!!



If the changes keep goin at the rate they r people r gonna have to go out in 30 man goups to complete a lvl 10 mission!!!!! STOP NERFING PROFFESIONS AND START FIXING PROBLEMS!!!!!!!!!!!!!!!!!!!



/////SIGN

Ikochan
Tue Aug 12, 2003 7:27 am
#19

Yes, you can play the game solo (the exception being a medic since, as I've stated, they get no experience from healing themselves). I play solo about 80% of the time. However, playing solo will require you to get a range of abilities instead of a single one.


If one decides to have a single ability, as in a specialization and to become very powerful in that specialization, then there is more of a dependency on other types of players. One did not get the skills to become a well-rounded character. I think there is space enough for both types of players: the specialists and the generalists. Perhaps I am biased because I am a generalist player as opposed to a specialist, but I have made sacrifices as well. I do not plan on becoming a master CH because it would take away from the skills that I want to have to remain (fairly) independent.




-----------------------
Ikoru
Master Ranger
Tatooine - Valcyn
"Changes that affect others, you call it a fix. Changes that affect yourself, you call it a nerf."
Vindicar
Tue Aug 12, 2003 7:47 am
#20

"...playing solo will require you to get a range of abilities instead of a single one."


The difference here, of course, is the fact that a regular player that had a bad luck or a bad pull can be up and running with no medic skills inside 5 minutes. The CH that has bad luck or a bad pull takes 2, 3, or even four times as long with medic skills. Unless of course, you want to go far up the medic tree. BE stims will be nice, but I doubt their availability. The BE is widely regarded as a fubar'd profession, and the BE stims won't be very helpful if noone can make them.

Ikochan
Tue Aug 12, 2003 7:59 am
#21

I want to wait to see how it will genuinely affect my playing experience, before I pass serious judgment. I can understand the general concerns; do not doubt that I will be the first in line if I find play balance seriously affected. However, I'm in a "wait and see" mode about this particular change.




-----------------------
Ikoru
Master Ranger
Tatooine - Valcyn
"Changes that affect others, you call it a fix. Changes that affect yourself, you call it a nerf."
SegaBytes
Tue Aug 12, 2003 9:54 am
#22






Ikochan wrote:

This is false.


Each class is not supposed to be independent. In fact, one of the beauties of SWG is that there is a bit of dependency on other classes. In order to get experience, medics need to heal others. They get no experience from healing themselves. Artisans mine for most of their materials, but they can't get all of them through mining: they are dependent on scouts to provide hides.


I see nothing wrong withcreating more dependency of CHs on medics. (Or, as I see it, more dependency on Bio-Engineers and their wares). You don't have to take up the medic or bio-engineering professions, but it would be useful. Hearing how messed up the BE class is currently, it's admirable for them to see how they could make the class more useful. This is a suggestion that has been floated about in both CH and BE boards and I'm looking forward to purchasing some pet-specific stimpacks from my local BE.







No my friend it is you that is false. EVERY combat class is dependant on medics to heal thier WOUNDS, we're not talking about wounds, we're talking about damage. There's a huge difference.


If they were giving pets wounds to make us more dependant on either medics or BE's then fine, more power to em, I don't mind. But by nerfing the regen rates they're forcing us to either become a medic or BE (face it meds are way too expensive to buy), bring either one with us where ever we go, or stop our hunting to run to a town and find a medic or BE to heal our pet so we can go hunt again.


It's even been reported that onthe testserver, where CH's are allowed only 1 rancor-level creature,master CH's Can't even carry enough meds to last ONE fight! thats insane if you ask me. They need to make darn sure that BE stims heal for a lot more damage then medic stims do or I'm going to be hella pissed (not that I'm not already but you know)

Divian3X
Tue Aug 12, 2003 10:06 am
#23

I agree, all "organic" life forms should regenerate. I heal on my own, of course its quicker with a stim pack but I do heal. My pet should heal, and be quicker with a stim pack but he should be able to have some sort of healing going on. I have been "complaining" and "whining" about this for a while because it simply makes no sense not to have our pets heal other than the fact that the devs want us to have extended downtime on purpose. And if thats the case, than why are we dealing with a lame kindergarden micky-mouse dev team that could be outsmarted and outwitted by a 4 year old child? Idiots. Idiots. Idiots. And if its not the case, than fine, I retract my statement and give us pet regeneration.






All hail the day!
www.blizzard.com/wow/
MasterNilty
Tue Aug 12, 2003 10:11 am
#24

Umm where was this posted? as I understood they were scaling back regen on babys' so a 50% grown pet woudl have 50% normal regen.. and lets face it thast fair cause they only have 50% the HP.


so a baby at 20% life would take same amount of time to regen as an adult at 20% life.


Also the new BE stims shoudl be pretty strong and probally wont require any medical use skill.

SegaBytes
Tue Aug 12, 2003 10:35 am
#25






MasterNilty wrote:

Umm where was this posted? as I understood they were scaling back regen on babys' so a 50% grown pet woudl have 50% normal regen.. and lets face it thast fair cause they only have 50% the HP.


so a baby at 20% life would take same amount of time to regen as an adult at 20% life.


Also the new BE stims shoudl be pretty strong and probally wont require any medical use skill.






I hope you're right, I don't play on TC but from what I've read from others all pets, adult, faction or otherwise have next to no HAM regen at all (except for mind wich heals when you use a trick)


If I'm mistaken then oops my bad (I hope I'm wrong) but if this is right then it really sucks to be a CH after the patch.

Rybanzy
Tue Aug 12, 2003 10:46 am
#26

Okay, to the person that said get novice medic, what about those of us who already used up all our skills? eh? a regular person doesnt NEED medic, they can take a 5 minute downtime and regen it all, a PET needs a 30+ minute downtime to regen it all...have YOU ever been attacked by a aggro birdy freak, then had yer pet get aggroed while you are deaD? then come back to find yer pet has 30/9300 HAM? I would much rather he just croaked at 9299...



Preholo Scout, Opened Holo, Swordsman, did Brawler before finished swordsman. Next holo, Artisan, finished. Next, entertainer, finished. Next, silent. Now medic for fun.
Page 2 of 4