Creature Handler Archive

Thread: DISCUSSION THREAD: Issues with Creature Handler in the Combat Upgrade.

DaBudo2
Sun May 08, 2005 2:26 pm
#27

Ok, I know I've already posted, but I have 3 other issues that I haven't seen posted yet.



  1. Mobs will aggro my pets even though I've masked scent and they don't detect me. This consistently happened with my brackaset mount. What's the point of mask scent if your pet gets aggroed forcing you into combat?

  2. This has happened a few times. I'll be fighting one mob from one lair and anothermob from a different lair will aggro me. Mask scent was not broken, creatures did not detect me.Theyjust attacked.No, I did not accidently use an AOE attack. This has happened with both vicious and non-vicious creatures.

  3. Mask scent breaks waaay too easily. Even when I don my +15 mask scent pants, I still get detected. Just how high does our mask scent have to be before it's effective?

Ok, that's all. Um. For now




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Pickaroon - MCH, Master Pistoleer, Elder Geek
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lycanthropy
Sun May 08, 2005 2:33 pm
#28

i know its been said before im sure in this thread, its number three of course on the list.



i am desperately wanting specials fixed! i know the devs said they are working to fix it asap, but it seems they constantly fix jedi problems before anyone else. reason it is so important is that our pets do perform specials, but only at random, and its a very low % chance.





Madcow Disease! MOOOOOOOOOOOOOOOOOOOOOO!
Dodece
Sun May 08, 2005 3:02 pm
#29

As of thursday night. I have had only 1 successful maskscent useage. I know in the sense of balance skills need to be broken into effectivenesses but this is just stupid.


1 out of 80 attempts actually let me slip past a aggro mob that was fifty meters off. This is so pointless that I have totally abandoned useing the command, and instead have determined with pet vit loss gone. Its better to /gallop get knocked down off my pet recover kd and hit burstrun. Seeing as mobs have no range modifiers period. They will hit you at 200 meters distance. The only time you will stop takeing damage is when the whatever breaks aggro, and if its viscious enough be aware there is no escape.


I have heard of players being knocked off 2000 meters from an enemy. I have personally been knocked off around 400 meters from the enemy. A word to the wise the only way out of the myyyrdil cave is to die. You leave the cave they are still shooting you go to the buttom one at the gate is still shooting through walls go fig, Run run as fast as you can tomahawk missiles do not have the range these npcs got.


I also love totally motionless and they still get ya maskscent and all. Wearing a +16 shirt no less.


About the only thing that remains is the complete childishness of respawns today fighting some npcs. I was totally blown away I had knocked off eight of them and I decended looking at my incapped pet, and a quarter ham, and there are still 5 or the buggers about me. Needless to say my only remaining option is to run and pray I incap far enough away. Just then infront of me two respawn within seconds of eachother. Now I am not looting, and there is no lair. Totally angry with myself for expecting a fair fight I ran my heart out. Needless to say I get to enjoy being double incapped before escapeing, and haveing to sit in a quite place for ten minutes. You know because kash has no cloner or insurance terminal.


Indene
Sun May 08, 2005 9:33 pm
#30






Dodece wrote:

As of thursday night. I have had only 1 successful maskscent useage. I know in the sense of balance skills need to be broken into effectivenesses but this is just stupid.


I gave up on maskscent around the time vehicles came out. Mask scent broke so often for me in hunting groups (back when there were such things) that I stopped using it so the group wouldn't get attacked. I just got good at staying away from red dots and kiting the aggro away from the party.


1 out of 80 attempts actually let me slip past a aggro mob that was fifty meters off. This is so pointless that I have totally abandoned useing the command, and instead have determined with pet vit loss gone. Its better to /gallop get knocked down off my pet recover kd and hit burstrun. Seeing as mobs have no range modifiers period. They will hit you at 200 meters distance. The only time you will stop takeing damage is when the whatever breaks aggro, and if its viscious enough be aware there is no escape.


I have heard of players being knocked off 2000 meters from an enemy. I have personally been knocked off around 400 meters from the enemy. A word to the wise the only way out of the myyyrdil cave is to die.


There is another option: Since this is EQ2 in space they have graced us with the ability to teleport. Silly technologists couldnt do it so you have to go see the shaman in the myyyrdil cave and get some stones for him/her and then you get a "magic" stone that will port you to the planetary starport from inside the caves.


You leave the cave they are still shooting you go to the buttom one at the gate is still shooting through walls go fig, Run run as fast as you can tomahawk missiles do not have the range these npcs got.


I also love totally motionless and they still get ya maskscent and all. Wearing a +16 shirt no less.


About the only thing that remains is the complete childishness of respawns today fighting some npcs. I was totally blown away I had knocked off eight of them and I decended looking at my incapped pet, and a quarter ham, and there are still 5 or the buggers about me. Needless to say my only remaining option is to run and pray I incap far enough away. Just then infront of me two respawn within seconds of eachother. Now I am not looting, and there is no lair. Totally angry with myself for expecting a fair fight I ran my heart out. Needless to say I get to enjoy being double incapped before escapeing, and haveing to sit in a quite place for ten minutes. You know because kash has no cloner or insurance terminal.


You don't need a cloner or insurance terminal. Since this is WoW in space you now spawn at the graveyard. I havent found out if you can go to your corpse or not yet cause I have managed to avoid the indignity of dying on Kyy... Also I have heard there is an NPC in the wookie town that will sell insurance.







-Indene-






Master Creature Handler - Kettemoor Nov 2003, Radiant Nov 13, 2005
http://www.swgcreatures.com/forums/phpbb2/index.php
Once Happy contented successful Master Merchant. (RiverBend, Naboo.)
Then came the dark times. The NGE
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We're the few, the proud, the Creature Handlers.
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taloncard
Sun May 08, 2005 10:26 pm
#31

probably my last post cause my account was up 90 min ago.


Is it just me or with the system the way it is CH still lacks a niche? Then again so do all the professions with the level based certs instead of profession based.

Mounts- still why have em?

Broken specials.

No point to controlling mutiple pets because of the level system (ok little point)

Useless pets that were adjusted by the CU that we can now no longer call.

/ good luck all
/salute
/hops on his dewback (forcerider)
/rides off into sunset




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


P9M
Mon May 09, 2005 2:02 am
#32

I just have one problem.

Where is the balance? We got gimped for a year over deadline and lol they do this and gimped us more.

Ko. There is only one question you need to ask the devs and that is why are they consitently and intentionally making CH worse?
menyou
Mon May 09, 2005 4:59 am
#33



taloncard wrote:
No point to controlling mutiple pets because of the level system (ok little point)




For the record there is a LOT of point to packs of pets. Remember if your grouped with a pet your pet get's hit for the same damage than you do (i.e. for your CL not your pet's) so a pair or trio of 4-7K pet's works VERY well with pet's tanking well (It's rare I lose both pet's if I even lose one). The only problem being the hate generation which needs improving. I'm a CH/Carbineer btw.




Katier Rax
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Jubaal
Mon May 09, 2005 5:21 am
#34

That is true from a tanking point of view, but if you are relying on them for damage (Which we should certainly be able to do) then forget it.


I believe this would be easily solved if when grouped with you Pets damage is based on the highest level pet/char in the group as happens for damage taken and as happens when players group.


Devero
Mon May 09, 2005 5:38 am
#35

From a similar, but different point of view.. My Main Reasons for DROPPING Ch altogether after being an MCH for nearly a year...


1) I use pets to hunt. Generally as backup (guard) but often as up-front tanks. Mine could not hold aggro. (I am a rifleman).


2) My alt is a Master BE. I have some marvelous CL62, 60/60/80/80/80/15 resist, 12k HAM, twin-special, ranged attack cats... Took a LOT of time to create. Took 30 seconds to delete after they got the adjustment nerf. It reminded me back when I had a CL15 (non-CH) Rock Beetle and it got nerfed to a CL10 Krevol.


3) My largest 'adjusted' cat could NOT kill a mauler. ON Naboo. I am CL80. I take CL80 missions. These transformed pets don't cut it.


No excuses for this. I dropped MCH and took up smuggler. I can now solo a Krayt again.


Just my 2-cents in case anyone was interested...


Damun Krietner - Tarq.
Grambacca
Mon May 09, 2005 7:18 am
#36

My three would be:


1) The Hate system as you have already stated


2) Max level of pets needs to be increased to somewhere between 80 and 100


3) Number of pets stored in datapad. This should be increased to 50 at MCH.






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Former MCH
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.....
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peopleater
Mon May 09, 2005 5:13 pm
#37

1. Some of my pets were bio pets, when I try to call them, their level is over 600. Why?

2. I can call a pet, and it will be fine at attacking for 3 or 4 battles and then it won't attack again. it just follows me around. Then I try to store it, and it won't obey my store command. And store isn't an option in the radial menu when I click on it. Just examine and follow.

3.
InspGadgt
Mon May 09, 2005 9:14 pm
#38

First off I'd like to say that initially I was quite upset with the CU but after giving it some time and figuring how things I have been enjoying things. I really never liked the way I would just spam my best special over and over before the CU. After it seems using the right combination of specials either by yourself or grouped seems to be the way to go. As for the CH side pre CU I would only bring out 1 high level pet to fight with. The few times I tried multiple pets were disasterous. Their combined damage was equal or lower then that of my high level pet and mobs would tend to concentrate on one pet, kill it, then start on the next. Because they were lower level it didn't take long for them to go down. Using a single high level pet made it so my pet could stay alive longer and therefore tank better. After the CU though I'm finding using multiple pets works very well. My lvl 30ish pair of grauls (combined at lvl 70) can individually stand against lvl 80+ NPC creatures long enough for me to dispatch the rest of the spawn. Their combined damage now is slightly higher then that of my lvl 68 kimo. So now I'm looking for some big cats like a Grand Wrix or a Sludge Panter (BE round lvl 35).



The 3 issues our corrospondent posted along with the problems with pet commands such as follow are definately the top of my list. Though those mostly address the pet's role as a tank. According to the CU notes:

"Creature Handlers are the ultimate in combat versatility. While they have no innate combat capabilities of their own they are able to fulfill almost any needed role as long as they have a pet with the necessary abilities. "


The current combat roles as the CU defines them are tank, damage dealer, and crowd control. The hate issue for the role of tank has been covered quite a bit allready. The other 2 roles really have not been covered yet. Pets never really have been damage dealers pre or post CU. My lvl 68 BE pet does about half the damage my rifleman does without using a special. If I use a special I outdamage my pet by 3 or 4 times. Crowd control though does seem to work somewhat for us...probably even more so because other classes no longer have an area effect special to control multiple opponents at once. But calling out multiple pets does accomplish this quite well.


Someone else brought up the very good point of the pet tricks being pretty much useless now so I'd like to bring that back to the fore front of the conversation. Also there is a very good thread on here with extremely good suggestions of how to give the CH more interaction with their pets and allow that interaction to effect the developement of the pet as it grows. I really hope the devs take a good look at that thread as it would make being a CH much more enjoyable.




Hei U-Guize
Master Creature Handler
Master Rifleman
Intrepid Server

Bean' Delphiki
Bounty Hunter
Combat Medic
Valcyn Server
Ghost-Raven
Tue May 10, 2005 12:12 am
#39

Please ..Please fix the ability to train specials once again



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