Creature Handler Archive
Thread: Fanfest News Flash: Event is over with all questions now posted and my final thoughts
Meano
It is good to see you still playing and that you are still a ch
I have been encouraged on Radiant as yesterday I went to Theed and Coronet and still saw players who were either master ch or grinding ch. I still think ch is one of the most rewarding pve professions in the game where we can tame a creature up to level 70 that can be our companion in the swg universe. Our publish in 2 months will hopefully fix all the issues we currently have with our profession allowing us to effectively pvp and pve.
Milteck (BEAST)
I'd would have loved to attend the fanfest, problem is convincing the family. I can't drive yet (finally start learning today...), and I don't have a job, so I really have no way of getting there. I could probably convince the trip to California to go to Disney, but the whole going to the fanfest thing would still be a problem.
I agree, its too bad the jedi are taking over the game, but there's really nothing you can do about it. People think Star Wars, they think Jedi and huge space battles. No one wants to be the normal troop that gets killed, everyone wants to be the uber guy who is standing at the end and responsible for the victory.
Once again... thanks for your efforts. Hope my notes help out.
enigma_writer wrote:
Fellow CH
Question:
When will pets be balanced with the CU? Asked By DaBudo
Answer
Pets are already balanced
In the CH forum later today am really going to challenge this assumption as right now pets are definitely not balanced with the CU. My understanding on his was that pets, as they stand, ARE balanced. They had talked about adding specific skill to CHs to allow them to customize and "improve" on their pets. As soon as these skills are implemented, those pets should become once again "useable" in the context that each player wants them to be.
Next Question:
Will their be damage caps for low level creatures such as Durni outside of city?
Answer
Outside of city they discussed putting even lower lvls on the creatures including making them non aggro. Right outside starting cities, creatures were limited in level and were made non-aggro to allow new players to hunt with little risk. Damage caps on lower level creatures might be considered, though not soon since... a CL 1 Player shouldn't be "poking" at a CL 5 creature. This creature is assumed non-aggro (kreetles for example, which changed with the CU).
Next Question- Requested by Ko-a
When Mounted creatures are attacked they both slow down and do not allow the creature handler to attack. Will this be fixed soon?
Answer:
This is working as INTENDEDWhat I understood was that they had disabled the "attack-while-mounted" ability and that, at the request of players, they could eliminate the "slow-speed-mode" when entering combat since you couldn't use it to "kite". So, you can't attack... but you won't slow down. not sure when this will be implemented. On a side note, it was commented that some devs would like to see the mounted attack work and reactivated AND have your mount attack at the same time (though this causes some programing issues).
Any creature under lvl 75 can still be sampled. Start looking for those Kliknik queensPlus lower level boss-mobs are (or will) yield great DNA samples. Some boss mobs are deemed "for groups" and these have greater abilities than their counterparts, thus making their DNA highly desireable.
Pets can't hold aggro, can there be some sort of /taunt?
Answer: I didn't write anything down for some reason. Attention deficit disorder, I guess. Tiggs was helping out as a sort of forum/question monitor, and Imust have beenwatching her. She's darn cute. Basically, they said they didn't want the pets to be a "meat shield" like they were pre-CU. And with good tactics, a pet could? hold aggro blah blah blah. That's all I remember. With the additional trainable skills being added to the CH profession, CHs can specialize their pets role in combat. An example of this included a skill that would increase your pets Health (maybe decreasing it's damage) and a skill that would increase your pets "taunt" abilities, allowing you to create a tanking pet... one that can maintain aggro and take the damage, but not allow it to do an overpowering amount of damage. Other skills would increase damage (maybe lowering another ability like it's "taunt").
Why does mount slow down for combat?
Answer: This is outdated feature, and that feature can/should be turned off. No mention of when this would happen. Eventually, they do want to bring back mounted combat, though. As above, designed so CHs couldn't "kite" while mounted. Since mounted combat has ben disabled, slow speed will be as well...
Actually, if a CL 80 MCH can take on a CL 80 mob using just pets, I might accept that CH is on a par with other combat professions (allowing for afore mentioned bugs/problems that will be fixed). The Devs stated that no one profession should be able to stand alone. That is, if a player wants to be optimally effective in combat, he/she needs to have 2 combat professions. I'm not convinced, yet, that I can take on a CL 80 mob with, say, my CL 66 Rhoa, but we shall see. I believe the Dev's comment on this was that a MCH with only one profession (CL 56 if I am not mistaken) was not intended to be able to take on a level 80 mob with a CL70 pet (for example). And a 2 profession MCH/Pistoleer for example shold be able to use his pets to take down such a mob easier than any other2 profession character. Though, until the skills addition that will modify pets, the CH/Pistoleer from the example above will have to tank for his pets.
AndeElel wrote:
First of all thanks for the post. If I may... there are some variations to what I understood. The variations surely come from the different forums and sources being "quoted". Hope this helps as well...
Actually, if a CL 80 MCH can take on a CL 80 mob using just pets, I might accept that CH is on a par with other combat professions (allowing for afore mentioned bugs/problems that will be fixed). The Devs stated that no one profession should be able to stand alone. That is, if a player wants to be optimally effective in combat, he/she needs to have 2 combat professions. I'm not convinced, yet, that I can take on a CL 80 mob with, say, my CL 66 Rhoa, but we shall see. I believe the Dev's comment on this was that a MCH with only one profession (CL 56 if I am not mistaken) was not intended to be able to take on a level 80 mob with a CL70 pet (for example). And a 2 profession MCH/Pistoleer for example shold be able to use his pets to take down such a mob easier than any other2 profession character. Though, until the skills addition that will modify pets, the CH/Pistoleer from the example above will have to tank for his pets.
I just want to clarify what thedev was saying about being able to take on CL 80 mobs. His answer was in the context of a couple of different issues - being able to control pets higher than CL 70 and pet balance. He was saying that we didn't need to have CL 80 pets because our pets were already balanced.In response to my challenging this view,the dev catagorically statedthat his CL 60 pet was able to defeat a CL 80 creature. He explicitly implied that the pet was able to do so without help from him. Remember, Ihadsaid that I could solo CL 80 mobs as a Master Pistoleer but not as an MCH. Clearly, he was offering his example as proof that pets are balanced. And, therefore, CHis on a par with other combat professions.
Yes,CHneeds another combat profession in order to take on a CL 80 mob. However, he didn't say that until weare able tomodify pet skills that we will have to tank for our pets.Without adoubt he was saying that as of right now, due to Publish 17,a pet of at least CL 60can take on and defeat a CL 80 mob. He might read thisandsay now"that's not what I meant to say", but it is what he said.
No, I agree he implied that post 17 he took out a lvl 80 mob with a lvl 60 pet. This is impossible. It was stated with the pet lvls and all that so maybe he missed something. I think we need some type of damage multipler once we reach lvl 80. They state we are prob better at lvl 54 than another lvl 54. But, I think we all will agree that we are not better at lvl 80 than any other dual combat lvl 80 player. As brought out before, I think that has alot to do with other dual combat proffs meshing together better and giving something to each other. Does my master rifleman do anything for my pets? No, in fact as a MCH I get no direct benefit to my pets skills from any of my rifleman skills. I think thisis a big part of the problem. Maybe a damage multiplier gained by the pets from my lvl 80 character. It should act as a lvl 80 pet when grouped with me and have damage accordingly. Could this help? I realize they do not want to make any adjustments that would make us "ubber" at just the MCH lvl. But clearly we need something when at our full lvl 80 template as now we come up short of any other combat proff.
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Message Edited by spreadsheet on 06-07-2005 05:59 PM
Message Edited by Spir4 on 06-08-2005 03:41 PM
Spir 4
I agree with you that pets need to be balanced so they can perform better as tanks. In this new group based system they want ch to group together to hunt. I like the idea of where your pets also get your skill mods but hope our publish coming shortly giving pets their resist, specials, and armor back will help as pets will be able to resist the attacks being thrown at them.
Milteck (BEAST)
As we can see as of patch 18 NOTHING that was promised in the fanfest took place. Our pets got a new group ICON isn't that some very special.
I have seen so many times in the last couple years how the DEVS just outright lie. They will tell u anything u want to hear an lead u on an on ... If YOU thought for 1 minute that they REALLY cared do u think they would have broke our GOOD 100% legal BE pets an given us NO way to fix them? Per Publish 17 your pet has invalid stats, an we really don't give a......
Well it will be a cold day in you knowwerewhen I buy any BE pet again.
I just want to thank you for trying... KO an Enigma U guys are great.
AndeElel wrote:
First of all thanks for the post. If I may... there are some variations to what I understood. The variations surely come from the different forums and sources being "quoted". Hope this helps as well.
Once again... thanks for your efforts. Hope my notes help out.
enigma_writer wrote:
Fellow CH
Next Question- Requested by Ko-a
When Mounted creatures are attacked they both slow down and do not allow the creature handler to attack. Will this be fixed soon?
Answer:
This is working as INTENDEDWhat I understood was that they had disabled the "attack-while-mounted" ability and that, at the request of players, they could eliminate the "slow-speed-mode" when entering combat since you couldn't use it to "kite". So, you can't attack... but you won't slow down. not sure when this will be implemented. On a side note, it was commented that some devs would like to see the mounted attack work and reactivated AND have your mount attack at the same time (though this causes some programing issues).
Problem is that Pre-CU even with the ability to engage in combat while mounted did not give use the ability to "kite" anything. First off because the mount slowed down and secondly because we cannot use any specials while mounted. Having the ability to fight while mounted was never and would never be used to "kite" if they kept it as it was. Having the ability to fight while mounted basically gave us the ability to deal with low level mobs that agro'd on us in passing. This isn't a problem with vehicles because they are so much faster then the mobs but with mounts it is a problem even if the mount doesn't slow down for combat.
Pets can't hold aggro, can there be some sort of /taunt?
Answer: I didn't write anything down for some reason. Attention deficit disorder, I guess. Tiggs was helping out as a sort of forum/question monitor, and Imust have beenwatching her. She's darn cute. Basically, they said they didn't want the pets to be a "meat shield" like they were pre-CU. And with good tactics, a pet could? hold aggro blah blah blah. That's all I remember. With the additional trainable skills being added to the CH profession, CHs can specialize their pets role in combat. An example of this included a skill that would increase your pets Health (maybe decreasing it's damage) and a skill that would increase your pets "taunt" abilities, allowing you to create a tanking pet... one that can maintain aggro and take the damage, but not allow it to do an overpowering amount of damage. Other skills would increase damage (maybe lowering another ability like it's "taunt").
This is an interesting comment. I hope it works not just as intended but as we need it to. This will depend on how effective the taunt will be. If it is not effective enough to hold a mob's agro while I do about 2000 points of damage as a rifleman then it will be utterly useless.
Actually, if a CL 80 MCH can take on a CL 80 mob using just pets, I might accept that CH is on a par with other combat professions (allowing for afore mentioned bugs/problems that will be fixed). The Devs stated that no one profession should be able to stand alone. That is, if a player wants to be optimally effective in combat, he/she needs to have 2 combat professions. I'm not convinced, yet, that I can take on a CL 80 mob with, say, my CL 66 Rhoa, but we shall see. I believe the Dev's comment on this was that a MCH with only one profession (CL 56 if I am not mistaken) was not intended to be able to take on a level 80 mob with a CL70 pet (for example). And a 2 profession MCH/Pistoleer for example shold be able to use his pets to take down such a mob easier than any other2 profession character. Though, until the skills addition that will modify pets, the CH/Pistoleer from the example above will have to tank for his pets.
And why shouldn't a MCH CL56 be able to take on lvl 80 mobs with a pet? A Master Rifleman with no other skills can solo a CL 80 mob with no problem. A Master Rifleman with a root from Smuggler can solo even higher mobs then I can as a Master Rifleman/Master CH.