Creature Handler Archive
Thread: Top Five Issues with the Creature Handler Profession
1.Master CL cap is too low. I would like to see no cap but would be just as happy with at least 100.
2.HAM regeneration needs to be increased.
3.High level babies need to be put back axactly the way they were.
4.My pets are stupid. They dissapear, auto store, stop attacking, and attack targets I don't want them to.
I can't think of anything else that really bothers me at the moment.
Top Five (in no specific order):
1. Pet Storage. Sixteen is too low for a MCH, and if they're going to take away storage in droids, then we need something in return. Please see this thread:
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=56948&view=by_date_ascending&page=1
2. Transfer command for novices. Having to get all the way to Management IV to earn the the Transfer command is ridiculous. Our profession can earn money by selling pets to non-CHs or CHs alike, and without the command now we can't. I propose it working like this "pet level" system for training/taming. Please see this thread (same as above):
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=56948&view=by_date_ascending&page=1
3. Pets not following you. This is a big issue, as I'm always having to stop and spam "follow me" to my pets. This is problematic when going up/down hills/cliffs, as they tend to just stop altogether.
4. HAM regeneration rates. This is ridiculous. I'm having to buy large crates of stims every week to support having my pets in battle. I wouldn't mind so much if we could store a lot of pets, because then I would cycle through them each day. The downtime of healing pets is getting out of hand (for high HAM pets especially).
5. MCH "pet level" cap. I think 70 is too low. At MCH, I would "think" that you should be able to call out a Gurreck and a Graul, at least no? But instead we have to call out a Gurreck and.......Dewback? Yikes. I get more benefit from being a Master Rifleman.
Actually I want to replace this one:
3. Pets not following you. This is a big issue, as I'm always having to stop and spam "follow me" to my pets. This is problematic when going up/down hills/cliffs, as they tend to just stop altogether.
With:
3. High CL babies. We need these back! There was no reason to take them out in the first place. Just lower the AR like you did for the Gurreck, I'll be satisfied with that (or increase the CL to use them). Also I want to be able to use a bio-engineered Fambaa and Kimo damnit!
1. Fix the pet commands that don't work or are outdated: Befriend, guard, transfer, patrol
2. Give us new/better commands to replace them
3. Fix th pet pathing. Pets are still running around at the zone wall, or just stopping in the middle of nowhere
4. Give CH's a method to sell pets on the bazzar
5. Give CH's a little more info on creatures when they are examined (things like You can't tame this and why, CL, different special attack info)
The vitality addition wasn't as big of a deal for the CH class as I thought it was going to be, and it's nice that the BE's can make some money off that, However can you increase the range of pet heals a bit? Maybe give some more useful information on pet vitality packs as well. We al know that B is better than A,etc.. but the number afterwards like 24 or 37 seems so random. I know its the power of it's use, but it doesn't always seem to corralate properly when I use them
Bugs that need fixed...
1. Pet kills don't count when doing explore missions (you have to kill stuff yourself to complete the mission)
2. Pet kills don't count for faction points. (you have to kill stuff yourself to get faction points)
3. Pet kills don't count for loot drops. (you have to kill stuff yourself to get loot to drop)
4. Some pet commands seem needless.
5. Not all commands are viewable in the datapad.
6. Pet naming bugs... need a message telling the CH why a pet named failed to change.
7. The column and wedge commands are reveresed in the datapad.
8. Pets move slower when tamed than they are in the wild.
9.Mission difficulty (when pets are called orwhen grouped)
10. BE's pet stims can not factory manufactured.
11. Doctors wont heal pets with expensive stimpack D's because there's no xp for it.
12. Pet's regen are not affected by a ranger camp's regen modifier.
13. Baby pets do the same damage as they will when full grown even though the datapad says otherwise.
Bug already fixed...
Cert system for pets
Insta-heal datapad exploit fixed.
Pet regen in datapad (a simple return to the original design, but still at slow rate)
Pets getting deathblow'd in PvP by snipershot
Earn xp based on the creatures current (baby) level
Training XP is granted based on the current (baby) level
Pets attack lairs
Bugs promised to be fixed...
Pets disappearing out of the datapad
Pets stopping at zonelines
Store button on radial menu
Pets warping back to their callpoint
Spamming "Hungry!" and "Play!" all the time for no good reason
"retreat" command - to call pets out of battle
"/tellpet" command
Pets often run at the thing you tell them to attack, and then just stop
Pets switch targets in combat
Restrict secure trade of pets to those that know the "transfer" command only.
When you put a pet in the trade window, you can see it but the person you're trading with cannot
Pets immediately decrease HAM the first time their vitality is lowered
1. More CL30-50 pets, or bring back the missing pets even if they're nerfed.
2. Give CH's a SECURED way to trade or sell pets. As it is now you have to transfer or trade someone a pet without you or them knowing if you will be ripped off or not. Devs could cut there CS Tickets in HALF if they did this.
3. Boost Rancor's stats a little and make them CL60giving more incentive to become a MCH. Make it so that you need to be a MCH to use them and make them better than all other pets so you want to be a MCH to get one. Right now Gnarled Rancors are about equal toor better than normal Rancors which take more CL's to use.
4. Let CH's sell pets on private vendors in the form of stables. Make it so that you would have to own a house and this could be an optional add on. This would make owning a house a little moredesirable to CH's who weren'tfull time artisan/smith's.
5. Make it so BE's can restore a pet to 100% vitality just ONCE at a high price and then it would no longer be restorable to 100% and would begin to decay again normally. You could still use vitality packs but it could only be restored to full one time.This would give BE's more business and give CH's the option of paying to have a pet restored or going out and trying to tame a new one. It's not a big thing but would add an extra option/content to the game.
1) Pet Storage - Feel there must be a better way of storing pets that satisfy people who want more pets and the people who save pets for the look of them. II have a pet that doesn't have the greatest combat ability and truly sucks as a tank, But the Trick 2 is so funny, I would never get rid of this pet. I also have saved my beggining pet that I first trained. Adding a better way for storage and maybe giving us some more storage may help to make everyone happy.
2) Up the levels of creature taming/training. As it stands, I think we should have at least 90 levels of pets. If the developers are not effectively taking care of the ATST problem which a person can have equavlent a max of L375 pets for no points then we should at least be allowed to be back to our former glory. My suggestion is to add the additional 25 levels in master Creature handler. It then gives the master creature handler a reason for going that high. As it stands, People can go 4/4/4/0 and still be as viable as a 4/4/4/4.
3) Pathing truly sucks for pets, This has to be addressed. I also have problems that my pet will go in a different direction and still does not stay on target.
4) Add more pets. As it stands, We have a limited amount of babies that are even worth taming and as a creature handler (The true diehards) We want more to go after.
5) I would add a command at master creature handler that will make the pet more effective in combat. Maybe a command called Rage. It will up the creatures effective combat damage but would take away from its defense. In other words, Instead of a rancor doing 500-550 they would be doing 650-700 points but takes a hit to its tanking ability. (This is not unbalancing especially since weapons do the main point of damage.)
Barc - 3/3/2/2 (And rising!)
Suggestions/Requests...
- Make master more meaningful compared to a CH with 4-4-0-4
- More storage for low level pets for market/sales reasons.
- There are very few level 50 pets in the game which are tamable (and one of those was nerfed lately).
- I'mNOT suggesting vendors, etc... Pets should never be left 'unattended' in vendors or bazzar terminals - that would just be cruel to the animal.
Ok, pet storage. Here's a link to my post about how it can be done.
http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=62608
I think pets regenerate WAY too slow out of the datapad, and...
Vertex, my Giant Crystal Snake is STILL TOO SLOW! Poor thing. I just don't know what to do with her 'cause she can't keep up with me at all, but she's my favorite pet. Have you heard anything from the dev's about certain-pet-slowness?
Keep in mind I have not played today's patch yet, but I will assume the stuff listed there is fixed;
1) Number 1 issue -pets just stop following you for some reason. A lot has been said this is at zone borders, but I find it occuring places other than just after leaving a city. I'm tired of having to spam the follow command. For some reason this is esp. bad on Tatooine.
2) No faction points/explorer mission credit points for pet kills. I have had fights where I let the pet do all the work, and all I got was 1 pt of CH xp and no faction points. I don't know if I must do damage too, or if it's who gets the killing blow...I suspect the latter. Same for explorer missions where I must kill x number of a mob...if the pet gets the killing blow in, I do not get credit. Pets are where we spend our combat potential, credit for their kills should be awarded to the CH as if s/he pulled the trigger him/herself.
3) Pet healing is nonexistent. All pets heal at 5 HP per 15 seconds now outside of the datapad. The rate of healing should be based on the HAM of the pet. ANY pet outside of the datapad should be able to recover all HP within a reasonable amount of time, instead of the hours it takes now. Don't gimp my class just to make a market for another....BE pet stims should be quick insta heals instead of the inferior to med stims healing they are now. Cost of stims =gains for destroy missions, so it's a net zero deal doing missions if you use BE pet stims, so stim prices need to come down. CHs who want their pets healed NOW can buy pet stims. Those willing to wait should still have a healed pet within 20-30 minutes.
4) Uniformity of how CH xp is earned, combined with lack of pet healing, makes it better to farm the newbie mobs with low-end pets for ch xp than to fight big creatures with big pets. Any fight between relatively even mobs earns around 100 ch xp per fight. But low HAM pets are easier to heal, so why ever fight the big stuff? Rewards need to scale up better for the risk and downtime.
5) There is no direct way for CHs to make money. All classes should have class specific missions (ex/ bring me a baby gnort for 300c) With the new transfer fix, CHs must be Taming 4 in order to give pets to non-CHs now, right? So not all CH can make money selling pets any more? Even then it was pittance. Scout skills are the fallback income earning. For money I run missions until my pets are beat up, then I'm forced to quit playing....I can't afford to heal them or I make no money.
1) CL70 does not allow enough pet power to be called at MCH. The limit should be more like CL100 to give us the same damage rate as a Master Pistoleer. The increased advantage of CHs not having to heal ourselves is offset by having to heal our pets ... leading to about the same downtime.
2) Many useless pet commands. The only use of many of the commands is to get CH XP and that's it. Replace them with useful functions. There are many many many good suggestions in various threads on this forum.
3) None of the CH actions (enrage/embolden) are useful. Enrage nearly incaps the CH and only gives a mediocre damage increase. Embolden isn't much better unless you are a good medic due to the crippled regen rate. I would like to see these actions improved (lower pool cost for enrage, embolden improving defence bonuses) to make them act more like stances. I would like to see more of these actions being added to the CH tree (even some of a non-combat nature like "scout" to increase your radar range or "graze" to tell them to find food for themselves rather than me ending up with a backpack full of worms).
4) Increase the number of inate CH abilities (like number of stored pets, number of called pets, etc.). I am not talking about boosting the existing ones (although our storage took a big hit with the "correction" of the droid storage option and the fixing of the agro/non-agro count bug) I am talking about other abilities. Some examples would be: to give pets defensive, attack and speed bonuses based on the level of the CH controling them, increased commanding range of pets based on the level of the CH controling them, stim healing bonus based on CH level.
5) Improve the ability to trade pets. Two immediate things that could be done is to make pets visible in the trade window (I haven't seen this mentioned as being fixed yet) and make pets redeedable (so that they can be stored/displayed as items and sold on vendors). I hate having to spam cities with "Pets for sale" messages but that is the only way to sell them these days. Having them as items will not increase the database load since they will be taking up a spot that would otherwise be occupied by another item. Having them as static displays in houses will increase the demand for non-combat related creatures. The ability to transfer should not be dependant on whether the pet has the command but rather whether the CH has that ability. Just make it an ability of the CH of some level to be able to transmit and recieve pets in a trade window. Use that command slot for something more useful and less redundant.
For what its worth ...
I see same issues coming up in most of these posts and pretty much would agree with all of them (as far as the fixes needed).
However, I like to suggest a solution topet variety to tame. What about using the same method of resource refreshes on planets? Each week (or two) new babies of different creature typesbecome available to tame on planets where others seem to die out. One week we may be able to tame peko pekos, but next week we can't because their "population" has gone down. But new babies of other species seem to be spawning, so they become the new "hot item". This makes creatures who's babiesdied out more valuable on the market, allowing us to tame new babies to fill certain demands. Because of this we should have more creature capacity in our data pads. Make being Master CH notable with an increase of 10 creatures in data pad, instead of 2.Or even 5 more would be an improvement.
However there is anincentive of being Masters CH that many are overlooking.
Who's going to train the pets to become mounts? It isn't going to be those with Training 4. Yes it would be nice to see an increase in our pet control levels, but personally I've always believed one Rancor was enough to keep a Master CH busy to keep under control.Issues regarding AT-STs are for another Board, not this one.
I would also like to see the Wookiee Taming issue addressed. The whole idea that wookiees can tame babies faster is utter nonsense. I see no impact what-so-ever that a wookiee can tame a creature any faster than someone who's not one. I'd like to see wookiees +10 Taming Creature Bonus change to something more useful in the field...like +5 to pet levels for both taming and controling. I would make more sense since wookiees were given a bonus to taming in the first place.