Creature Handler Archive

Thread: Making CH Competitive

loonatik
Mon Apr 05, 2004 11:33 am
#53


I left a few things out;


What everyone wants is to be more effective.


Its impossible to say exactly how to do that without balancing everyone. I think your goal of wanting to rebalance all combat professions is a great one. One that should be done and well thought out. But trying to rig our profession to be a little more competitive just long enough for you to have time to rebalance the other professions then nerf us again later is ridiculous.


The simple quick fix is to un-nerf us. Maybe even not 100% un-nerfed. But bring us back to what our pets were like pre december. That will at least let us fight until you can go in and spend the time to rebalance all professions.


Bruno Salieri



Loonatik
Master Troller
NikkiD
Mon Apr 05, 2004 11:53 am
#54

It's probably been suggested many times before...


How about letting creatures gain combat xp? The CH would then train said creature through various combat trees (much like a player) to enhance defenses and offenses. For example, melee creatures could becomemore evasivein close range combat whilethose with range attacks could be trained inaccuracy.


This would make it fun to hang on to a creature and "develop" it over time. It would be work intensive tobuild into the game, however, it would also alleviate the need to rebalance the in-game creatures again.


Just a thought.
loonatik
Tue Apr 06, 2004 8:10 am
#55

Since this has not been said and I seriously doubt you are going to fix the real problem any time soon I will go ahead and give a suggestion.




  • Ability for pets to stay buffed even after you put them back into your datapad. <-- This by far would help our pets the most.

  • Better armor across all pets. Allowing us to have medium armor and light armored pets. (Wearable armor would be better but im sure thats a huge thing to add vs just giving us better natural armor)

Bruno Salieri





Loonatik
Master Troller
meroc
Wed Apr 07, 2004 7:33 am
#56

"Quickfixes"


1. (General) Double the damage output from tamed creatures.

2. (PvP) Damage reduction code applied to our pets, same as it is for players (at least that'd turn a 6 second Rancor thrashing into a 12 second one :-/).


"Longer Term"

3. Rollback CH systems toclose tothe pre-revamp state we were in before we were revamped for the "revamp that never came" (the Combat one). As things stand, we're geared for a system that doesn't exsist (and probably won't for a good time to come)...



Meroc

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raynedog
Wed Apr 07, 2004 9:49 am
#57

It would be kinda cool to see pets that may gain special ablitys.


A pet that could awaken you when incaped once every few hours,


A mount that can hold inventory items,


Pets that would be good at attacking certin targets, such as turrets,


The more each creature has a place or purpose the more likley we are to see more diverse pets being used. I don't know


about you but I tend to see the same pets being used by most players.






MCH /---\ MBH /---\ MHS / --\ FS
Rurry
Wed Apr 07, 2004 10:54 am
#58

Some good ideas here, I will add my .02.


1) PvP - incorporate damage mitigation for pets. Also see #2


2) All Creatures of larger than man size, or 4 legs, should have a +100 resist to status changes (ie knockdown).


3) Total creature level of 100, but max of an individual critter of 70/75 (enraged rancor babies anyone?)


4) Increase the babies, different babies, and bump up the spawn rate of the uber rares to something reasonable. If you tap 100+ lairs and still have yet to seea baby bull rancor, thatis just stupid.


5) Additional pet storage, static or not, more than we have now. Maybe allow them to be dropped in you resisdence like pet deeds.


6) Critters under control of a CH should be more dangerous than one in the wild, maybe a +.05 to hit mod?


7) Creture to hit bonuses and knowledge like the ranger - duh! Actually maybe more like defense bonuses.


8) add a skill "direct pet" or something like it, (with bonuses up to master) where the CH doesn't fight, but the critters become far more powerful. That way you won't get the uber TKA CH cobo, but you might be able to finish a picket lair in a reasonable time using critters. I can see the animation now, jumping up and down pointing at the target, with all kinds of arm motions -hehe


9) I'm done for now




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Nerdika
Wed Apr 07, 2004 11:28 am
#59

you should get rich before not too long - here's my 2 cents...and many of these are reiterations....

1. PvP - add dmg reductions to pets

2. Remove vitality loss during PvP

3. PvP - Put armor back like it was pre-Dec nerf

4. PvP - When I say "Attack" - the pet should attack and keep attacking as long as the target is visable to the pet. I have had pets disengage many many times while chasing a burstrunning target - I think a razor cat in the wild is WAY faster then a burst running human but not after its tamed? The pets should continue to attack until only 5% HAM remains or until called back - by "Follow" command (see next)

5. PvP - when I say "Follow" - the pet should come to me - ALL THE WAY TOO ME - regardless of who is attacking it, or what is nearby. Many others have referred to adding a Retreat command - I think that we should just get "Follow" fixed.

6. Taming - I dont think that an MCH failing to tame should result in as many attacking babies as I usually get. Its probably at about 50% for me right now. I also kind of like the idea one guy had of being able to tame adults - I would expect them to attack with a much higher frequency.

7. Taming - We should be able to see creature levels - before the pet is already tamed.

8. Taming - ALL creatures should have babies. I cant tame a giant Canyon Krayt dragon and its not old enuf to have pearls - so why shouldnt they have babies? I also think that many of the creatures (uber rares) that have baies now are rediculously rare

9. Pets - I also think that 70 MAX for 3 pets is too low - you can have 3 lvl23's - you're fighting lvl50+ creatures sometimes, what the hell use is a lvl20-25 in these situations? You can have 2 lvl35's and that can be helpful - so what is the purpose of the ability to have 3 pets out? (a 50 and a 20 is near of no use either) I would recommend - like I have seen others do, varying lvls depending on your skill/level and how many pets. 105 would allow 3 pets of lvl35 when an MCH had 3 pets, 90 would allow 2 lvl45 pets, and 70 would allow for an uber pet to be out. This would be SOOO much better.


10 - Pets - If a CH has the ability to call 3 pets - should be able to call all 3 in the same 15 second delay slot. Its rediculus that I have to wait 45 seconds to call pets I can legally use!

Well, more like 10 cents but CH is in need of some SERIOUS attention.

I have been a Master CH for about 5 of the 8 months I have played on Valcyn. The worse thing is that if I give it up - and then want it back - it is the HARDEST prof to level in, bar none, of any of the other professions on the books. I am not going to go through that AGAIN.



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Dravenite83
Wed Apr 07, 2004 6:54 pm
#60

Ok I am working toward master CH myself and have been thinking that it is somewhat stupid the way our pets behave. These are wild animals... have their tactics reflect that. For example have Razor Cats, Gurrcats and other Feline types use pounce attacks that pin down (similar to a KD attack) and rake the creature it is attacking. Have canine types go for muzzle or throat hits and have avian types attack the eyes and kite more. This would make it viable to have more than just a graul, a rancor and a kimogila. Base the attacks on natural animal behavior with the damage being focused appropriately. Also, why is it that my level 18 Gurrcat hits for at most 150, meanwhile I am a brawler with just unarmded 2 and i hit for almost equal damage. These things are equivalent to tigers or lions in RL shouldnt they be doing a pit better damage?? I mean hell a tiger can claw straight through a zebras flanks and scar bone but my Gurrcat barely kills wortts in a single hit. Kinda flawed in my opinion.
Dravenite83
Wed Apr 07, 2004 7:01 pm
#61

One more thing... we are hunters right??I mean we are the ones that go out into the wilds and track some of the most dangerous creatures in the galaxy. Hence maybe we should get some defence mods and some stealth abilities, an improved maskscent, a calm creature ability that would allow us to get agro mobs to back off for a limited time so we could run or whatever. Or heres a good one... Creature Calls. Give us the ability to make and use calls for various creatures that will give us as CHs a better chance of pulling creatures from their herd. These would all make CH more valuable and while not exactly combat oriented I think they would still be nice additions to a profession that is slowly dying.


Right now Musician are more greatly appreciated then we CH are. Hell Image Designers get more respect.


Ariekb
Wed Apr 07, 2004 8:02 pm
#62

Even though I dropped the title, I still consider myself a CH......


1. the pets that are considered agressive need to be made to act that way, they need to continue to fight untill their in the position of near death, not just one or two good hits making them turn tail and run.


2 Rare pets as stated in numerous posts about the new "rare" pet the stats of the pets are poor and most people don't pull them out unless it to show them off.... Make them tough, make people want to go hunting them again, BUT increase the chances of seeing them to at least 2% vice .003%


3 With the BE Trend of Uber pets most people feel that to go out and hunt is a waste of their time. we need to come up with a dungeon specificaly aimed at the end result of giving CH'ers a bonus item that could either be worn or wielded like a crop, that adds 30 to the max CL callable at master, this way if it were a crop then the CH wouldn't be able to wip out a Flamethrower while he has two rancors out, it would be imposssible.


4 Would love to see a larger variety of pets other then the 6-7 that people keep going for. make stats of a pet totaly random so that one time a GSP might have light armor with 9K ham, but the next one may have no armor with only 3K ham.... it would make the hunting process more interesting.





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Ryyger
Wed Apr 07, 2004 8:25 pm
#63



Dravenite83 wrote:

Right now Musician are more greatly appreciated then we CH are. Hell Image Designers get more respect.




Read my sig, look me in the eye, and tell me why that is a problem.



Musician of Chaos
Dravenite83
Wed Apr 07, 2004 8:46 pm
#64

Hey I love secondary buffs as much as the next guy but when the general community looks at a guy with a keyboard as more useful than one with a rancor or a kimogila then come on there is definately a problem there.It is kinda pointless that i regularly get hit for 200+ by creatures while hunting but then i get the same creature and it sucks. Look at Kimogilas, even the best kimos i have seen running around are not as good as the wild ones. Hey lets make all BE pets inferior. A trade off for us not having to risk our lives to hunt them. Maybe give them higher resists or higher something but generally i think BE pets need to be weak when compared to the real deal, after all BE pets are "bred" for being pets, similar to wolves being bred as pets, while still a wolf they are not as vicious and lack a certain behavioral pattern. They are essentially just dogs that look like wolves. Same should be true of BE pets.



Bridonar
Wed Apr 07, 2004 9:32 pm
#65

My idea comes from another MMO.. UO


In this game, the more you use pets, the stronger they get. They had their own skill tree, and if you could train him against other creatures to get make him stronger. Would it be at all possible for pets to be able to get better the more you have used them, give them a few skills of their own which could improve. Because, after all, if I have a graul, and someone else has a graul (excluding BE pets), they are exactly the same. This would give some diversity to pets and give CHs something else to do with their pets, in addition to allowing pets to get better, do more damage, etc.





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