Creature Handler Archive
Thread: Jedi and Creatures in PvP
Snickerdoodle wrote:I have to admit, I think this is an excellent idea. If course, there's the question of feasibilty that would have to be worked out. But, I'm all for anything that might make the PVPers I know think a little bit more about my pets then, "Aawww... Idai has her rancor out. Isn't that cute?!"
Iakimo wrote:
VacaXXX wrote:When i first started, pets were something to be feared. . . .now its a joke . . . . and I kinda miss it...........it would have to be balanced and not exactly 75%, and do you think that your pet should keep attacking me if say, you die? or just stop?I think pets should basically freak out whenever they see anyone incap their master, and go completely berserk. Here's how I would set it up:
- When "Master" goes down, the pet immediately doubles his current HAM. For example, if he's currently at 1500 out of 8500 Health, his health goes up to 3000. Conversely, if that same pet is undamaged, his Health jumps up to a whopping 17,000! This effectively penalizes players for ignoring an enemy.
- The pet gains an immediate 25-point improvement to all resistances except for those in the "Vulnerable" category for the duration of the battle. This caps at 90%. Note that it does not reduce inherent resistances, such as a desert vesp's 100% resistance to heat.
- The pet's speed is doubled, and he immediately rushes the nearest opponent who attacked his master. If he survives that encounter, he moves on to the next, and so on until he or they are all dead.
- If the pet does not have it already, he gains a temporary Intimidate ability. Pets who already have Intimidate gain a bonus of 10% on the effect of their Intimidate. In other words, these pets' intimidate ability (normally reducing damage done by the player to 50% of normal) now reduces the damage output of the target to 40% of normal. These modifiers remain in effect until the pet dies or kills all his master's attackers.
- The pet gains 25 bonus points of Dodge for the duration of the battle against his master's assailants.
These bonuses are pretty dramatic, but that's the sort of thing that would restore a measure of balance to pets.
An alternative trigger point for this might be any time "Master" is knocked down to 25% of his current maximum HAM.
MadLeprechaun wrote:
yep, when someone asks to duel my pet I usually just say "I'd like to keep it alive for now thanks" and keep walking. Only time I ever use them in PvP is against noobs who just started and even then its a tough fight for my pet vs. noob. I think a 50% damage reduction AT LEAST would be good and add the "Master goes down, Pet kills everything in sight" thing. But have the pet first attack the enemies and then attack random things until it dies.... if it goes beserk i think the pet should be incapped and extremely "winded" afterwards and be unable to fight for a good 8 hours. This means anyone in the near vicinity is in danger of being attacked when Master goes down, even the poor noob hunting chubas outside theed... no deathblows from the pet though to prevent an unenjoyable experince. But if you see a CH go down with his pet out with him.... get you fat ass away from there cuz that pet is gonna be friggin pissed! It aggroes all NPC's and creatures as well, so this would apply to both PvE and PvPIf you really are using your pets in PVP, this could be bad for the guys on your side. If the idea is to make pets more PVP friendly, having them agro on everything, even the friendlies, would not go over well. One would expect that the devs might be able to build in some restraint, in the sense that they attack the reds that were attacking the "master" first, then go "berserk" and attack all the other reds in the area. I can guarantee, if I was incapped or dead, and my pet went crazy and happened to go after the doc that was trying to heal/rez me, not only would he and everyone else in my group be pissed, but so would I.
group members would not be attacked
Ah... That makes more sense. I didn't get that from your first post.
MadLeprechaun wrote:
group members would not be attacked
Riptor83 wrote:
Iakimo wrote:
At any rate,there are still elements of it that I'm unclear on, like your allusion to the "extreme drop in the damage of lightsabers." What's the deal with that?
It was put in during patch 9 because the damage of the highest generation lightsaber went from near 2k max damage (1500 was easily achievable but I remember people getting at least 1800 on 5th gen 1h sabers) to approximately 500 for a 4th gen with 4 50 damage pearls.
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For now though, it is something that we all have to live with that the game is not properly balanced, Jedi are not the only class that makes pets irrelevant, simply the only class that wipes them out in a single hit. Pets will not be viable in PvP even if they were to remove the lightsaber PvE modifier, and if it is a difficult thing to make it not apply to pets I'd rather them work on the CURB which will fix this problem anyway.
I warn you though, if you get pets to be considered to be PvP, they will be even less effective than they already are as currently pets do not take the 75% damage reduction on their attacks. If you thought the damage from pets was negligible before, then imagine a quarter of that. Simply put, if you make pets more durable and reduce their damage (as would happen if they became PvP) that makes the enemy have even less reason to attack the pet instead of the master.
Joker9125 wrote:
Riptor83 wrote:
It was put in during patch 9 because the damage of the highest generation lightsaber went from near 2k max damage (1500 was easily achievable but I remember people getting at least 1800 on 5th gen 1h sabers) to approximately 500 for a 4th gen with 4 50 damage pearls.
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For now though, it is something that we all have to live with that the game is not properly balanced, Jedi are not the only class that makes pets irrelevant, simply the only class that wipes them out in a single hit. Pets will not be viable in PvP even if they were to remove the lightsaber PvE modifier, and if it is a difficult thing to make it not apply to pets I'd rather them work on the CURB which will fix this problem anyway.
I warn you though, if you get pets to be considered to be PvP, they will be even less effective than they already are as currently pets do not take the 75% damage reduction on their attacks. If you thought the damage from pets was negligible before, then imagine a quarter of that. Simply put, if you make pets more durable and reduce their damage (as would happen if they became PvP) that makes the enemy have even less reason to attack the pet instead of the master.
Ok so with a special with a 3X mod you would do 1500 damage to a pet. So thats what 8 or 9 shots to kill a creature pet? Which is 8 or 9 seconds. That would be on balance with what other professions can do to us.
Dervish2/Phantom/Flurry2 have a modifier of 4.5 not 3, and they are area attacks (phantom and dervish are cones but flurry is area) which would allow them to kill your pets while pummelling you, which means that the net effect of the pets is what little damage they can inflict and the statuses that you have them apply, which if they are the only source of those states can be cleared by most Jedi templates.
Ok I'll tell ya what when Jedi stop complaining about Meele characters being able to stomp them into the ground I will stop complainingabout this. After all both are justsomething inbalancing that we all have to live with....................................
I do not advocate complaining about melee characters, and even if I did it wouldn't make it any less futile for you to complain about Jedi.
And this makes it right because???????????
I didn't say it made it right, I was saying that this one thing alone will have minimal difference to the viability of pets in PvP and thus will be next to meaningless until the CURB which fixes this problem.
Thats where your wrong. Just because you dont have the player skill to use pets in PvP and win dosent mean I dont. I have sucessfully won several duels using my pets that would have been impossible to win otherwise. I have even beaten players with those stacker templates that seem to thrash Jedi so well.
Question my skill with pets if you will, I don't really care as I dropped CH before they could even command their pets to use specials or attack from range/melee (due to reasons stated in my last post). I say pets are not viable in PvP because of what I have seen... pets I have handed beatings to (I'm referring to with my BH who doesn't wear armor). It could be possible that a player who is extremely skillful could use pets to bring down an opponent, but I doubt they could be used to take down a skillful opponent.
Well thats you. No one knows what is exactly going to happen in the C/U/R/B for all we know the devs could increase it. Unless of course your an alpha tester with inside info you would like to share. In which case please tell us all about it.
Perhaps I was unclear, the DEV's have stated EXPLICITLY that these modifiers would be removed in the CURB. I do not need to be an alpha tester to have faith in that. If I were an alpha tester I would tell you nothing, they are bound by contract not to disclose information, not to mention with an alpha prototype things are extremely likely to be changed and so information from that would be as unreliable as statements from the DEV's.
We have lived with that very situation till december. Im not asking for the full 75% damage reduction, but I am asking that the insane damage bonus Jedi get against pets be removed.
It will be, but I question whether or not this is of an urgency that it must be dealt with before the CURB.
"***I SAY NO FAIR HOW DARE YOU!?!?! These people played the game through either 10-32 professions to unlock of have leveled through millions of force sensitivity experience & Jedi experience to get their template finished, toughing it through the Jedi TEF and BHs. They work very hard to be skilled at all aspects, they didn't accidently get a Jedi. The CURB is going to very much change the game why start complaining now just tough it out."
Just because people have to grind a lot to get jedi does not mean they should be unstoppable. In fact most people in this game grind all the time. I have 4 fully built up characters on different servers and im sure if i wanted to i could be a jedi if i spent all the time i have grinding these characters and grinding credits for them. So i have worked really hard to do all this, so does that mean i should be able to own everyone/thing? No but i think that maybe i should be able to stand up to a jedi somewhat, but i cant... The truth is everyone works hard on there characters (most people who regularly play that is) and we all should be rewarded in some way just as the jedi has its rewards.....but most professions dont have the rewards that jedi does. This is why i think balancing ALL combat professions to where no profession is truely more powerful then the other is so important. So i respectfully say to you sir no fair...
Riptor83 wrote:
Joker9125 wrote:
Riptor83 wrote:
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Question my skill with pets if you will, I don't really care as I dropped CH before they could even command their pets to use specials or attack from range/melee (due to reasons stated in my last post). I say pets are not viable in PvP because of what I have seen... pets I have handed beatings to (I'm referring to with my BH who doesn't wear armor). It could be possible that a player who is extremely skillful could use pets to bring down an opponent, but I doubt they could be used to take down a skillful opponent.
"Question my skill with pets if you will, I dont really care" because I know exactly what im capeable of. I have beated def stackers, ranged templates,and SOMETIMES even combat medics (with really good buffs/food). And yes these were all good PvPers. But the one class I have no hope of beating is Jedi. You may not care about Jedi being the only class that can take down pets in one hit but I do. You will never convince me that this is something that should wait. And if pets really are so weak why would you care if it got removed? This should take no more dev time than coding the 75% damage reduction for PvP.
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We have lived with that very situation till december. Im not asking for the full 75% damage reduction, but I am asking that the insane damage bonus Jedi get against pets be removed.
It will be, but I question whether or not this is of an urgency that it must be dealt with before the CURB.
Quite simply. Yes it is. You caint tell a CH to wait for the CURB. We have been waiting for it for a year and quite frankly you can talk to me about it when im downloading the patch that contains it. Untill then im worried about the here and now. And this is a huge problem rightnow
Hopefully this clarified the issues.
Ditto
CH's just keep being made more and more useless.
For every bone they throw us they take 2 away (at least).
This needs to be fixed. Maybe they will adress it in 2010 (the year we make contact, with the devs that is)
Joker9125 wrote:
Riptor83 wrote:
Joker9125 wrote:
Question my skill with pets if you will, I don't really care as I dropped CH before they could even command their pets to use specials or attack from range/melee (due to reasons stated in my last post). I say pets are not viable in PvP because of what I have seen... pets I have handed beatings to (I'm referring to with my BH who doesn't wear armor). It could be possible that a player who is extremely skillful could use pets to bring down an opponent, but I doubt they could be used to take down a skillful opponent.
"Question my skill with pets if you will, I dont really care" because I know exactly what im capeable of. I have beated def stackers, ranged templates,and SOMETIMES even combat medics (with really good buffs/food). And yes these were all good PvPers. But the one class I have no hope of beating is Jedi. You may not care about Jedi being the only class that can take down pets in one hit but I do. You will never convince me that this is something that should wait. And if pets really are so weak why would you care if it got removed? This should take no more dev time than coding the 75% damage reduction for PvP.
I was not questioning your skill with pets, I was questioning the skill of your opponents, and since everyone has a different definition of "Good PvPer" telling me that they were makes no difference to my oppinion. As I have tried to articulate but perhaps failed, I am not opposed to the removal of this modifier, I merely do not think that it would be worthwhile for the devs to fix something that will be removed if it requires much to accomplish.
If it is a simple matter to code it then by all means, but you cannot be sure that it is a simple thing to code as you have no first hand knowledge of the code, and therefore you can't be certain that however the DEV's have implemented things would make this an easy change.
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We have lived with that very situation till december. Im not asking for the full 75% damage reduction, but I am asking that the insane damage bonus Jedi get against pets be removed.
It will be, but I question whether or not this is of an urgency that it must be dealt with before the CURB.
Quite simply. Yes it is. You caint tell a CH to wait for the CURB. We have been waiting for it for a year and quite frankly you can talk to me about it when im downloading the patch that contains it. Untill then im worried about the here and now. And this is a huge problem rightnow
Hopefully this clarified the issues.
Ditto
Message Edited by Riptor83 on 02-17-2005 11:42 AM
For the damage bonus, it's not anything under 25k HAM. It's calculated by character levels and creature levels. I forget exactly how it works but I think the damage you do goes up by a ton if the creature is below your character level. The farther the creature is below your level, the more damage you do. There might be bonuses for creatures slightly above the character level too.
If I go to dath and use dervish 2, i'll do between 5-9k dmg to most creatures, however to most rancors (not youth ones), i'll do between 3-5k damage. It's neat though to knock down a weaker creature and do 16k damage to it. It sucks though when you do 70 dmg to a melee stacker.
Message Edited by Teioh on 02-17-2005 04:52 PM
How good were the crystals/pearls you wereusing? Rancors are about CL50 and I had a templated knight with a perfect 50 -9fc saber hit my blurg which is roughly the same level as a rancor and it got hit for like 15k.
Teioh wrote:
The AP bonus on the LS doesn't kick in vs creatures.
For the damage bonus, it's not anything under 25k HAM. It's calculated by character levels and creature levels. I forget exactly how it works but I think the damage you do goes up by a ton if the creature is below your character level. The farther the creature is below your level, the more damage you do. There might be bonuses for creatures slightly above the character level too.
If I go to dath and use dervish 2, i'll do between 5-9k dmg to most creatures, however to most rancors (not youth ones), i'll do between 3-5k damage. It's neat though to knock down a weaker creature and do 16k damage to it. It sucks though when you do 70 dmg to a melee stacker.
Message Edited by Teioh on 02-17-2005 04:52 PM
Joker9125 wrote:How good were the crystals/pearls you were using? Rancors are about CL50 and I had a templated knight with a perfect 50 -9fc saber hit my blurg which is roughly the same level as a rancor and it got hit for like 15k.
Teioh wrote:
The AP bonus on the LS doesn't kick in vs creatures.
For the damage bonus, it's not anything under 25k HAM. It's calculated by character levels and creature levels. I forget exactly how it works but I think the damage you do goes up by a ton if the creature is below your character level. The farther the creature is below your level, the more damage you do. There might be bonuses for creatures slightly above the character level too.
If I go to dath and use dervish 2, i'll do between 5-9k dmg to most creatures, however to most rancors (not youth ones), i'll do between 3-5k damage. It's neat though to knock down a weaker creature and do 16k damage to it. It sucks though when you do 70 dmg to a melee stacker.Message Edited by Teioh on 02-17-2005 04:52 PM
I was using an almost perfect double bladed. I myself just got MLS so his character level is quite a bit higher than mine.
Teioh wrote:
Joker9125 wrote:
How good were the crystals/pearls you were using? Rancors are about CL50 and I had a templated knight with a perfect 50 -9fc saber hit my blurg which is roughly the same level as a rancor and it got hit for like 15k.
Teioh wrote:
The AP bonus on the LS doesn't kick in vs creatures.
For the damage bonus, it's not anything under 25k HAM. It's calculated by character levels and creature levels. I forget exactly how it works but I think the damage you do goes up by a ton if the creature is below your character level. The farther the creature is below your level, the more damage you do. There might be bonuses for creatures slightly above the character level too.
If I go to dath and use dervish 2, i'll do between 5-9k dmg to most creatures, however to most rancors (not youth ones), i'll do between 3-5k damage. It's neat though to knock down a weaker creature and do 16k damage to it. It sucks though when you do 70 dmg to a melee stacker.
Message Edited by Teioh on 02-17-2005 04:52 PM
I was using an almost perfect double bladed. I myself just got MLS so his character level is quite a bit higher than mine.