Creature Handler Archive

Thread: Creature Handler State of the Profession (January 2004)

Dremvek
Tue Jan 06, 2004 2:21 pm
#40

I think the more appropriate way to have handled this situation by SOE would be to introduce these new battle droids and see the impact that they had on the CH profession. This could very well have been enough motivation to reduce the number of CH dabblers without destroying the profession. Unfortunately, the path they have chosen is to nerf CH first, then do the battle droids providing another nail in the coffin of the CH profession.
Ariekb
Tue Jan 06, 2004 2:36 pm
#41






novamarine wrote:

What an outstanding report! In terms of both content, insight into the class and writing style, this report is outstanding. It is unbelievable how dead-on accurate this report is.


My only very small complaint is the level 10 non-CH issue. The BE on my server are making 10k HAM 49% resist all pets at level 10 with poison and dizzy. They are likeuber bile-drenched quenchers which are 34 in the wild. By my estimation, these pets are equivilant to ahigh 30s/low40s pet. Something needs to be done about those. This is definately an issue we should be screaming about.








AGREED!!!!!


what is the use of even staying CH if we can get cl 10 pets that do strong disease and poison with 8K+ ham and light armor with 40%+ resists to all????




~=Ieota- Master Smuggler/Sword=~~=Aezia Gaiteg-TKM/Doctor=~


Vist us

Citizen of TIRIUS - City of Roleplayers

dhcpSilicon
Tue Jan 06, 2004 4:31 pm
#42

Vert, I know this is the CH SotP, but Rangers have wanted increased mounted abilities as well, since it seems to fit with our persona. As both a Master CH and Master Ranger, here's what I propose:


Master CH: Ability to have mount attack while you're mounted AND combine your HAM and its HAM to create a single targe, so that you don't get knocked on your butt by one-foot-tall enemies while on a Savage Humbaba =)


Additionally, a Master CH should be able to add armor to their pets, and NO OTHER level of CH - assuming they consider adding this (oh please, oh please, even if it just looks really cool i'll be so happy)


Master Ranger: Ability to use special attacks while mounted, and possibly a speed increase (re: terrainnegotiation bonus) on hills such that speeders would not be able to keep up. I can currently pass speeders on foot when on hills.

Malgor
Tue Jan 06, 2004 5:09 pm
#43

All great ideas. I have been a MCH and will remain a MCH - Don't plan on working on silly Holos.


With the addition of possible new "rares" or even making the current "rares" a little more obtainable, I feel we MCH's need more space or need to be able to store pets in our homes.


22 pets, when you are a collector isn't enough. I feel there are enough of us out there that are collectors who need more space or a way to store old cherished pets without deleting them.


WIth the "can't store for xxx" timer, there is no reason to not be able to store more data (creatures), since the reasoning behind it was those who use them extensively in combat wouldn't just cycle through pets. We all need different types of pets for different situations, and most of us hate the idea of destroying a cherished pet (loved one), just to make room for something new and special.





Kelso Aita
Master Scout - Master Creature Handler - Master Pistoleer
Anack Sel-Lock
Master Medic -Master Bio-Engineer - Master Doctor
:: Kauri Server ::

Armok
Tue Jan 06, 2004 6:01 pm
#44

Very nice report Vertexon. You hit all the main issues very well.


I've been a master CH from shortly after launch, and became a master BE a couple days before the December publish.


I do not have a problem with BE pets being better than wild pets, or with BE pets being able to be tailored to meet the specific needs of a Master CH or a dabbler (creating a CL16 pet with the right amount of HAM and these specials is actually fairly challenging). The requirement to turn to a BE to get a two pet combo with high kinetic and armor appears to be outside of the scope of the intended CH revamp, but even this isn't too horrible.


The non-CH uber BE monstrosities are the real problem. It is trivial for a master BE to create these things, and in many cases it is causing players give up all of their CH skills -- they don't need them when they can control an 8k+ham pet with 40+% resists at CL10. It has essentially made the CH class obsolete.


I, for one, refuse to sell these beasts. However, every day that passes with this problem in place will increase the scope of this problem.


On the plus side: flying creatures cannot be BE crafted, and they are the only things I've found that can keep up with a cycle.

Nova664
Tue Jan 06, 2004 6:57 pm
#45

Nice listing of issues Vertexon. My only problem with it is that it seems WAY to mild. Many of these items are profession breaking issues that need to be addressed right away. Other than the GD holocrons, there is no reason for someone to want to become a creature handler today, and very few reasons for even a Master creature handler to want to remain one. We can't sell anything worthwhile, we can't fight anything without another combat profession, andnow with the changes to creatures we can't even tank that well anymore! And a non-CH can buy a BE pet thats almost as good as my MCH pets!


This list needs a whole lot of exclamation points, and perhaps a bunch of "fix this now, damnit!"'s in theretoo.


Especiallywith the problem withuber powerful < lvl 10 BE pets. If the developers don't declare that whole issue a bug, and fix it quick, then there is no god. BE's should be able to create some nice creatures that, with some trade-offs, are better in some respects than wild ones; but this is nuts, and completely opposite what they said they wanted to do with the changes to CH.




Mahak - Starsider
Master Creature Handler

Jesnel - Wanderhome
Master Image Designer/Mon Cal Beat Box

Ellysia Wayfare - Kettemoor
Pikewoman and Fry Cook
Malgor
Tue Jan 06, 2004 8:55 pm
#46






CavemanGamer wrote:


once again, you've failed to mention in the "wishlist" section that some creature handlers are frustrated by the inability to determine a creature's level before taming it.


Vertexon,


the LEAST you could do is acknowledge that SOME people are frustrated by this even if YOU don't agree with it.




That's why some of us went to Master Scout. That is our skill. It should not be given to any-ole CH just because you want it. That is a Master Scout / Ranger ability and should not be given to CHs.






Kelso Aita
Master Scout - Master Creature Handler - Master Pistoleer
Anack Sel-Lock
Master Medic -Master Bio-Engineer - Master Doctor
:: Kauri Server ::

TivoTenook
Tue Jan 06, 2004 8:58 pm
#47

actually, i think it would be nice to update the "Tameable" listing on all the creatures for rangers or CHs, doesnt matter to me since im both. heh. but it would most definately fill in the holes of which creatures to go for and which to not



Tivo Tenook (Lowca)
- Master CH/Master Rifleman
- SWG player since 7/6/03
- Rebel Alliance 2nd Lieutenant
- 87 Badges
*Official JTL Protester*
SioBabble
Wed Jan 07, 2004 1:24 am
#48

Vertexon,


Good summation, you hit all the main points.


Right now my greatest concern is the BE CL 10 and under uberpets that are the equivalent of CL 35 or so critters pre-December nerf. This smashes the "we're just balancing" justification for the massive creature nerf in December to smithereens, and the devs need to be called to the carpet and issued bantha beatings for it. It is utterly absurd that a non-CH should be in command of that degree of creature power. This needs to be addressed in the next patch.





Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


DarthGhaleon
Wed Jan 07, 2004 2:19 am
#49

Verexton,

If your still checking up on this post, and I don't know if has been said or not, could you add in to ask the Devs to tell us when the nerf something rather than sneaking it in ala the Frenzied Graul (lowered his Kinetic from 75% to 65%). I mean they didn't even put Frenzieds back in the game and they issue a stealh nerf? What the hell is that all about?

Why can't they just tell us when they do these things? I'm mean is it that hard to be upfront and honest? I, for one, would love to see this question posed to the Devs and get an answer although they would probably just answer us with another question....




Kayyakka ~ Wookiee Jedi Knight

TivoTenook
Wed Jan 07, 2004 2:23 am
#50






DarthGhaleon wrote:
Verexton,

If your still checking up on this post, and I don't know if has been said or not, could you add in to ask the Devs to tell us when the nerf something rather than sneaking it in ala the Frenzied Graul (lowered his Kinetic from 75% to 65%). I mean they didn't even put Frenzieds back in the game and they issue a stealh nerf? What the hell is that all about?

Why can't they just tell us when they do these things? I'm mean is it that hard to be upfront and honest? I, for one, would love to see this question posed to the Devs and get an answer although they would probably just answer us with another question....




i second that



Tivo Tenook (Lowca)
- Master CH/Master Rifleman
- SWG player since 7/6/03
- Rebel Alliance 2nd Lieutenant
- 87 Badges
*Official JTL Protester*
Styphathal
Wed Jan 07, 2004 4:13 am
#51

on top of things and kicking a$$ as usual vert. keep it up man. thanks for putting in the time.
Xeonus
Wed Jan 07, 2004 7:55 am
#52

State of the Profession?...ok, no problem...IT SUCKS! Period...It sucks a mountain of arse the size of an Imperial Star Destroyer!!!!!!!!



Lo'Pan (Master Creature Handler / Going Back Up The TKA Tree / Medic)

Kauri Server

"There are many mysteries, many unanswerable questions. Even in a life as short as yours." -David Lo Pan (Big Trouble In Little China)
Page 4 of 12