Creature Handler Archive
Thread: Dont judge the devs just yet.
I still miss the old game. Not the early game but, pre-cu, when there was rares, pets werent strong and we had bugs, but at least they where themselves. They listened, fought hard, tanked, used specials, were uniqe and uable for different occasions. And even though i have a full data pad of mainly rare creatures and such, they all were useful and i loved them all.
now not only do they not obey, they can't hold thier own, they can't use specials, they areall the same, level wise. They are weaker in everyway. they dont follow me they arnt uniqe at all. MY peko would keep up with me on my bike, now its slower then a noob in in a full suit of armor. resistance, how i miss that, along with weapons being different types. I miss specials, the old ones, I think the new system is bad for veterans who have thier teams and dont want to adjust.
Yeah i am being original, but its true, they killed a good game, at least for us CH anyway.
AI
- Fixed an error case where AI would emit a "?" over its head when a non-threat approached. SO?
- Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: Pets now inherit the sameaggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered. An actual fix which helps the class.
- Pets: Pets no longer lose their ranged weapons on occasion when incapacitated. Never happened to me.
This patch worked against CH, not for it.
I really hope you're right, because from the way everyone is talking, and my play time cut to zero at the moment I may find a useless template when i come back to the game. ![]()
I worry so for Dancer and CH. Please be right!
REALbp1 wrote:
AI
- Fixed an error case where AI would emit a "?" over its head when a non-threat approached. SO?
- Pets: If a pet attacks a mob, the mob will now also be aggressive to the pet's master. So if you send a pet on a mob, and the pet dies, the mob will attack you. If you send your pet to attack a lair, mobs from the lair will additionally attack you. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: Pets now inherit the sameaggro radius reduction as their master. Previously a lvl 80 player with a lvl 40 pet could possibly have an AI aggro the pet, but not the player. Now the pet has the same aggro radius as the player. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: A pet can no longer pull a mob without getting within the aggro radius of or attacking a mob. Previously just telling a pet to attack a mob initiated the pet and the mob in combat instantly. This doesn't help us, it is obviously a 'fix' because we were way to powerful with this 'bug'.
- Pets: A pet no longer stops attacking a lair (or any immobile AI) after a short period of time. They will continue to attack as ordered. An actual fix which helps the class.
- Pets: Pets no longer lose their ranged weapons on occasion when incapacitated. Never happened to me.
This patch worked against CH, not for it.
I never said all of these "fixes" were a good thing. I said the devs being given the ok to fix pet AI was a good thing.
Its not a fix of pet AI its an exploit fix some players found that they could use the distant pull technique to single out prey easier. CH needed that right now even a small sliver of an edge can help. So in an effort to stop an abuse the devs once again put the gut punch to CH.
Here is a thought for you at fanfest a CSR or a dev told someone that CH was supposed to be a PVE class. Let me say that again a PVE class wow thats pretty well um singled out for abuse. Everyone else gets to PVP but us CH scum should not. Let me next point out the GCW was carebearized for the express purpose of allowing all players the easiest access to non pvp gcw content.
Heh you know what this tells me the devs absolutely dislike this profession above all others. Stop makeing excuses for them maybe in some distant future there will be a swg where CH is not treated with a near raceist attitude. The past balance issues are non existent. All professions now stack equally well as CH did seeing as we get no defense or offense bonus in our avatars. All professions get access to a huge assortment of damage types.
Hell how can they even claim balance concerns. Guess what that is still bogus they have a prof in the game right now that is fifty percent better then other profs. They have no excuses left period.