Creature Handler Archive

Thread: DISCUSSION THREAD: Issues with Creature Handler in the Combat Upgrade.

Iakimo
Thu May 12, 2005 9:54 pm
#53






_YakFace_ wrote:


All the points in this post are needed, but also we need some protection. I know we have combat armor and with master CH and another elite profession we are lvl80...but that's not real at all, now we are a completely disaster in PvE, the pets are dying so faster now that it's crazy to survive outside with only another master elite class. Pre-CU i was MPistoleer/MCH, a good template for PvE for me...now i'm the same template, but fighting with lvl 75-80 mobs is nearly a suicide and the PvE is like hell


I think we need melee defense (because all the creatures i suppose make kinetic damage now only) and maybe some special protection from states as well.





I agree with this. In general, Creature Handlers have always taken it on the chin when forced into combat (especially PvP against players savvy enough to ignore pets) because they have very few combat modifiers for themselves. With the Hate rules in place, this situation is now a problem for PvE as well. I still shudder when I recall being incapped in four hits from a single boar wolf on Test Center as a Master Bounty Hunter/Master Creature Handler. Granted, I am learning to use my existing skills more effectively in combat, but still....


I think it would make sense to give at least some combat modifiers to CH's, since we do still have to actually fight things, even if only to clear the first round of adult critters from a lair to get at the babies. And as it stands, I am sick of being penalized in PvP. IMHO, pets just aren't strong enough (given the level disparity between even our theoretically highest-level pets -- 70 -- and the highest level of a dual-mastery combatant (80) to compensate for this. Granted, they give us a relatively small amount of extra DPS, but that's it, and it's not enough given the level-based damage penalty. At least we can look forward to the daythe devs get around to restoring pet special attacks. But I want to see this issue balanced out.


I did notice last night (May 11) that we now have Battle Armor mitigation, which I don't recall seeing in our skill tree before. So maybe the devs are thinking along these lines themselves.





---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
Freth
Thu May 12, 2005 10:06 pm
#54






Jalelreb wrote:

i can call a certain pet and when i try to mount he drops to his belly and does a spin move.



even tho he is easy to replace(mountain dewback), i dont wanna destroy him caus ehe is the first pet i ever tamed. and i have grown attached to him.


hope they fix that






This has been normal pet behavior since mounts were introduced. When a mount is called it will randomly pick whether it wants to remain standing or go into a sitting position. What you see as a spinning around and dropping to his belly is the pet deciding to sit down. Yes, this can get annoying, but it's simply a random stance decision when the pet is pulled from the datapad. Saying the follow command brings the pet up from its sitting position.




Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Freth
Thu May 12, 2005 10:08 pm
#55






Sutrom wrote:

I just wanted to take a second to voice my opinion on this matter. I have had my character since the game first started in 2003 and have been a creature handler during that who time. I have seen the abilities of the CH change many times and finally had made it to Master Creature Handler and was still having problems taming creatues. So during after the Combat Upgrade I started builing up my Bio-Engineer clone engineering and DNA harvasting skills at the same time Staying a Master Creature Handler. I am now at 4th level Clone Engineering and 4th level DNA harvasting and have been creating pets that are levels 120 to 160 (give or take) but I can do nothing with them.


Since my charactures combat skill level is 56 I was really looking forward to finally exploring Yavin 4, Endor or Lok or heck finally be able to hold my own against a group of sand people.


My main issue is if I am a Master Creature Handler and also have Bio skills I should be able to Tame any creature I create. At least that is my opinion.


One other addition, I have also had a problem with my pets not attacking when I get attacked even if I use my attack command they will just stand there or just follow me around.


Now please don't missunderstand me I enjoy playing but my interest is waning the more I find out how little my character can do, wear or control.








Considering there IS a limit on the level of pet you can tame, you're not going to be able to tame anything that high. The rules can't be bent just because you're a BE/CH. You have the same max level as everyone else.



Fah-Mmm · Wookiee · Gorath · Master Creature Handler · Master Rifleman


Moakie
Thu May 12, 2005 10:17 pm
#56

You know, this has always been the problem with CH. It wasn't worth the sp to get master and sacrafice the option of another combat profession. If you think about it, the whole point to CH is to take the pet into combat. Therefore the CH profession should be just as strong as any other combat profession. So you should be just as strong with like MBH/MCH as MBH/TKM. Yet even wtih TKM as dinky as it now is I'd say that isn't true. Pets don't have enough combat options (ie where'd our special attacks go?) and don't do enough dps to matter. The real issue I think, I only have the BE pets I've seen on vendors to go off of (since I can't freakin level past tier 1 atm), is that as the level goes up of the pet the dmg doesn't go up enough in comparison.


The idea should be a lvl 70 pet should do as much dmg per second as another elite combat profession.



Also another problem I was wondering about with this whole level system (including for players) is if you get a group of lvl 80 player can you take on something substantially higher than lvl 80? I was thinking how the lvl system makes a player weaker to the enemy the higher the difference from player to enemy, this true in groups too? 'cuz I'd think it wouldn't matter how many in a group. Because if each player will die from like 1 or 2 hits then it wouldn't take long for say a lvl 150 animal to whipe a group out. Sorry that is little off topic, but does semi apply to CH.





-= I'd rather be riding my motorcycle =-
Iakimo
Fri May 13, 2005 10:13 am
#57






Freth wrote:



Other issues:



Kashyyyk - Having a new planet with no babies is like a slap in the face to CH. What were the devs thinking?...





Yeah, given the fact that Wookiees get taming bonuses, I was expecting the new planet to be a Creature Handler's paradise. After all, taming bonuses imply that creature taming is an integral element of Wookiee culture.




---------------------------
Things every player should read....
1. GameSpy's interview with Julio Torres on the negative fan reaction to his earlier interview about the launch of the New Game Environment: Clicky

2. ZDnet's GameSpot.com's reader reviews of the Post-NGE Star Wars: Galaxies Starter Kit: Clicky No. 2

3. MMORPG.com's editorial on the ethics of changing an active MMORPG: Clicky No. 3
Merib
Fri May 13, 2005 10:48 am
#58

Regarding the pet laying down and spinning...


Use the "Feed" or back up and use the /tellpet follow command


I did this and even if my pet lays down, it gets right back up and is now mountable.


Hope it helps




I miss my pets, my slobbering yet faithful protector named Cuddles the Rancor.

The SPCA said they won't sue for killing virtual animals...
SatoKurosawa
Sat May 14, 2005 12:19 am
#59

Just answer one question, they need to be straight with us. Why is it ok that our very exspensive, very unique BE pets suffer in this nerf. Why is that even ok? Just a hinest answer on the subject would be fair and reasonable.
SatoKurosawa
Sat May 14, 2005 12:26 am
#60

Honest I mean, and honest answer. Also, i just thought of this, why is it forced on me to no longer use some of my fav pets because they are now cl 75+, pets I have had forever. i've been a CH since the games inception, (or 3 months in) and for all the nonsense, this is a great class to play, and just as we got used to the old system, we get hit with this. So, lets hear it...



Sato Kurosawa


MCH/BH/RM/NC


jopenack
Sat May 14, 2005 7:25 am
#61

Ko


How ya doin bud :-)


Need therapy yet lol.


I have a thread that may explain the tame command not working but its falling to the rear, not sure if ya saw it but it may help when speaking to the devs.


Might not help too lol.


figured I would paste a link to it here though just in case you wanna read it.


your gonna need a vacation soon aren't ya hehe, keep the chin up bud.


http://forums.station.sony.com/swg/board/message?board.id=creature_handler&message.id=230183





SHADOWFIRE - MASTER CREATURE HANDLER / MASTER RIFLEMAN

TEMPEST MTK/MD - WANDERHOME MT/MM -???-???

"Creature Handlers are not 1% of the population, they are over the 50% mark, the 1% excuse is a flat out lie"
zookeeper565
Mon May 16, 2005 3:09 pm
#62

If i missed this issue i apologize but the main problem im having is determining whats worth taming. When i pulled up a lvl 70 mob off missions I was on Naboo and it was a Fambaa spwn after I killed the bigins a baby spwnd. I tamed it and when i checked in pad it said its maxium level was 12. Now, not sure if this was a bug or not so i repeated the process over the course of many missions. All my mission levels were 68-70 the highest max i could get was a level 22 capped tameable baby. Im not master yet but my highest useable CL is 50. Is there a new determining factor for CL on tame before it usually tamed the baby at your CL level? Just wondering if its been repeated by others or not and does anyone have an opinion on this.




Thanx GG


Thaumaturgist
Tue May 17, 2005 6:30 am
#63

The mission terminals give you missions +/- 2 from your Combat Level. When you tame a creature, it will only be as high as the wild spawns that are out there. Even if you pull a lvl 80 chuba mission, if you tame a baby from that lair it will still only be lvl 1. You have to find creatures that have a wild spawn of 70 or lower. One easy way to tell is if the lair says "chuba lair" it is someones mission. If it says "Hollow Log" etc. then it's a wild spawn.



Thaumaturgsit - Sunrunner
Master spy and loving it!!
Guild - OPFOR

chopper49
Tue May 17, 2005 10:36 am
#64

1. Fix hate system for pets tanking.

2. Fix Pet specials

3. More Pet Storage.

4. Increase master to call level 80 pets.

5. Increase ability to call total pet level to 120, can call 3 level40 pets or

1 level 80 and 1 level 40, ie.

6. Range and Melee defenses for CH, doctor gets them, so does master dancer, and

master musican, but nothing for a CH.

7. Pet stats need to be visible, especially for elemental damage determination.




Ahazi - Hunt Dark - MCH, MP, CL80, Colonel, FS
Bria - Mosul - TKM, MS, CL80, Sergeant, FS
Gorath - Azurn - NC, CL76, Staff Sergeant
MeciniaLua
Tue May 17, 2005 2:31 pm
#65

We are broken.



Imediate fix is needed for the following:


XP Cap: Not only can you not move to the tier 1 boxes from novice, I don't think you can master either due to xp caps. ( I'll know for sure once I make it to enough xp assuming it allows me too....)


Specials: Pet specials are no longer working at all. You can't train them, nor can they use specials they may have had. This is really hurting our effectiveness in combat, both PVE and PVP





-Wanderhome- Mecinia, Mecinea
-Intrepid- Yovi
-Radiant- Enoorea, Bienurdau
Collected Expansion Ideas and Game Upgradesi


"There is no emotion, there is peace; There is no ignorance, there is knowledge; There is no passion, there is serenity; there is no choas, there is order;There is no death, there is the Force" from the Jedi code.
Page 5 of 11