Creature Handler Archive
Thread: DISCUSSION THREAD: Issues with Creature Handler in the Combat Upgrade.
Ok, I know I've already posted, but I have 3 other issues that I haven't seen posted yet.
- 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?
- 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.
- 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 ![]()
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.
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.
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-
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
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?
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.
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.
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.
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.
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.
"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.