Creature Handler Archive
Thread: DISCUSSION THREAD: Issues with Creature Handler in the Combat Upgrade.
Deides wrote:
Creature variation - Bring back creature variation. While pet levels do vary and the specials will give variation somewhat, creatures still lack the variation that made CH more engrossing. Many complain of cookie-cutter creatures that now seem empty and void of personality. I don't necessarily rely on a creature's stats to give it personality, but I do agree that there needs to be greater variation with pets and their abilities as well as levels.
I agree with this... Im a new SWG player, and a new CH player as well.. and i was wondering why all pets have the same stats/attack/powers at the same CL. really... what makes a level 15 vyrnok different from a level 15 bull bantha????? animations? yipee
I think here you hit on the heart of the variation issue...at least in my eyes...why the heck are a vynok and a bull bantha even remotely close in combat level? Then there's also no variation in creatures of the same level that should be...example lets say a razor cat and a bull bantha since this could equate to a large predatory cat and an elephant in real life. Right now if they were the same level they would have the same stats in health and attack...but how these animals in the wild would realistically work would be more like a tiger and an elephant. Sure the elephant is big and tremendously strong...but it's also quite slow in comparison to it's predatory rivial the tiger who is fast and accurate. I'd like to see this translated into the game making the razor cat with high stats in speed, accuracy, and defense, but not so high in health. The bull bantha should then be high in health and raw attack damage but lower in speed, accuracy, and defense.
Number one issue: the 20K CH experience cap bug,
All other issue, at this point, are irrelevant to me because I can't even be a CH right now thanks to the experience cap.
XP cap: I checked by respecing to like some tier 2 boxes and think tier 3s. Still had the 20k xp cap. At Master though that isn't true. I don't know why but once master it isn't 20k cap.
Also someone mentioned incrase pet call lvl to 140. That shouldn't be done. That isn't the problem. If you do that then you'll be 140 + whatever you are, say 80. Which = 220. Which isn't right. What is wrong is pet stats aren't balanced for what max lvl CH can call. Also having specials be more useful, maybe some that do more dmg but have pet take more dmg?
Also I have to feel that the midrange pets need to be stronger, mainly because if you use the CL on your pets and go PvE then having 3 narglatch out on a lvl 80 animal they will probably get swatted down quick since they are lvl 22. But with PvP that isn't necessarily the case because level doesn't matter then. So actually I'm not sure how that'd get fixed. Otherwise I'd think going PvP you'd be uber..?
Thanks for your feedback/reports, keep them coming.
1. Pets randomly attack MOB from great distance, I guess some pets are overly aggresive and deside to attack something 100m away for not reason. This is fine. But they still do it even if you tell them to stay. I have to run a macro to make my pets stay in one place.
2. If the pet gets aggro'd by something, it is impossible to pull them back. I have pets that run faster than anything just about. but once they are aggro'd by something, They have this constantly spinning around animation when I try to pull them back with the follow command. Instead of coming to me full speed. they walk to me because they are trying to fight what is attacking them, allowing the mob to just beat my pet down. If they would just take off they would get away with no problems. Instead, I just have to watch as my pet gets incapped and loses vitality points.
3. If you tell your pets to attack something, but then issue the attack command again on the same target, they stop attacking and just sit there looking at the target but not doing anything. Then they won't attack anything else EVER until you store and recall them.
4. Calling multiple pets will store previously called pets 50% of the time.
NyghtsSecond wrote:
Well, this may be a bug, but as often with these things, it is hard to tell. Here is what I have observed:
Sometimes after a fight, my pet's health regeneration rate is (remains?) slow. It maybe that he has a state or debuff on him but there is no way to tell of coarse. His health returns very very slowly.
Storing and recalling clears the issue and the health regen returns to it's normal rapid rate.
So either:
We need to know if a pet has taken on debuffs or states
or
There is something that makes the health regen rate get stuck at the combat rate.
Message Edited by Staveeno on 05-18-2005 02:52 PM
Staveeno wrote:
All MOBs health regen is slower during combat, actually, it is "normal". When they are out of combat, health is extremely fast. You can test this on any animal or NPC out there, Knock it down to half health or so and take notice of their regen, Now run away until they break aggro. Then watch their health regen skyrocket
Yes, I am aware of that. The problem is the pet is NOT in combat any longer, the mob is dead, the the regen rate remains low. Get it?
Well, i don't know where i should post this reply, because its hard to read over 200 comments just to know where the right place is
so dont care plz
First of all i'm MCH since over 1 year and i have to say that the CU isn't that bad for Creature Handlers. The pets are stronger than before. Before the CU nearly everybody could kill ur pets except u got a bull rancor. Now with a lvl 70 u got a strong pet which can help u in a fight.
But many players toke the chance and respec to another profession ( for example BH
). I know only three real Creature Handlers on my server, they are all Master and no one starts a CH-career with Novice CH.
The problem is to search for the pets. All the CH i know just have BE pets or low lvled wild pets tamed. Nobody want to search for good pets for a longer time...although some aren't really hard to find.
If u choose a CH-career u can't choose another fighting-skill for example rifleman and BH. so i think there is no balance-problem if MCH can tame pets up to lvl 80. The other aspect is that not much CH will search for such high lvled pets and not everybody would have such pets then. But i think it should be a better reward for a CH searched over days for a pet, because its easier to grind some fighting-skill XP
There aren't many "real" CH out there, but i think they should get a reward for there hard work to search for pets.
The elite pets are a good idea but they aren't worth searching for them for days. I tried to find a graul marauder. I found 4 locations of graul marauder in a row. Additional to that, i had to lairs with ancient grauls and two free frienzied grauls. I drove from one end to the other end of the "row" for arround 5 hours...the only thing i found was a graul ( baby ) 3 or 4 times. no ancient graul, no frenzied graul and no marauder graul. They had all other HAM-values when i came back and back again, so i think i didn't do anything wrong. Isn't that a little bit too "rare" or doesn't that tactic work anymore? I mean: A graul marauder has 6k- 7k HAM, okay medium armor but a normal graul made 40 damage to me and a graul marauder made 60 ... that isnt very much more. i would prefer fighting with a lvl 70 craggy bolma or a lvl 69 reptilian flier, not with a marauder which i have to look for weeks and isn't really better.
Okay a lvl 80 elite pet would be too much but i think its no problem to put the max lvl to 80 for normal pets. Then there are maybe more then 4 CH on my server.
NyghtsSecond wrote:
Well, this may be a bug, but as often with these things, it is hard to tell. Here is what I have observed:
Sometimes after a fight, my pet's health regeneration rate is (remains?) slow. It maybe that he has a state or debuff on him but there is no way to tell of coarse. His health returns very very slowly.
Storing and recalling clears the issue and the health regen returns to it's normal rapid rate.
So either:
We need to know if a pet has taken on debuffs or states
or
There is something that makes the health regen rate get stuck at the combat rate.
I've noticed this also on a couple of occasions.