Creature Handler Archive
Thread: Fellow Creature Handlers, what do YOU want to see out of the combat upgrade?
LeezardRanger
Sat Jan 01, 2005 9:00 am
#92
I'll leave myself open for abuse here, and say combine CH and BE,.... give tailors/chefs theability to make their own food/clothes upgrades giving them a new focus aside of pure crafter
... and make BE/CH able to tame and create pets allowing for more diversity, and of couse a new dimension for the class in its own right.
raynedog
Sun Jan 02, 2005 1:37 am
#93
LeezardRanger wrote:
I'll leave myself open for abuse here, and say combine CH and BE,.... give tailors/chefs theability to make their own food/clothes upgrades giving them a new focus aside of pure crafter
... and make BE/CH able to tame and create pets allowing for more diversity, and of couse a new dimension for the class in its own right.
Well as nice as that might be, on the long list of things that are never going to happen that's proably right at the top.
raynedog
Mon Jan 03, 2005 4:55 pm
#94
Wabit wrote:I see this thread as more of a what to test than a wish list of what CH’s want in the future of the game…So saying that here is what I would like to see tested…1. how CH compares with other Master combat profs
2. how well CH works with dabbeling ie.. I can’t master both my fav profs on the same toon (commando and CH)
3. how well a MCH/Mcombat prof work without armor or buffs while hunting…
4. group with a MSL and see if pets get healed with the formup command and get any other SL bonuses:terr nego, ranged/melee defences (I know that’s really had to tell)also on a side note to Vert… will you please make full grown pets avabile to the testers… I know from previous tests (TC2, JTL beta) they had full grown mounts, but no combat pets… not having these can be a great hinderance on the testers ability to get a complete test during the aloted time for the sandbox… having to find, tame, and wait for pets to grow is not beneficial to CH in any way except to test spawn rates (not really a combat issue)… also without the use of BE pets the results of the testing will be thrown off… with a BE pet you can get a dizzy/KD in the same pet with a lot better stats than the few in the wilds that have them… or you can get 2 or 3 pets out at once that have armor and a resist to something…just my 2 cents,Wabit
I think you're 1-4 questions are exactly what many of us want to find out amoung other things
Joker9125
Mon Jan 03, 2005 11:01 pm
#95
All i can say is that the Curb isnt really needed. Try having some of your "Uber" BE 60% kinetic tank combos go against a TKM who is unbuffed and wearing no armor then youll see that all that is needed is one massive buff/armor nerf. and some minor adjusting of the numbers.
raynedog
Tue Jan 04, 2005 11:10 am
#96
Joker9125 wrote:All i can say is that the Curb isnt really needed. Try having some of your "Uber" BE 60% kinetic tank combos go against a TKM who is unbuffed and wearing no armor then youll see that all that is needed is one massive buff/armor nerf. and some minor adjusting of the numbers.
I think what you'll find is once you begin to change one aspect of something, you create a chain reaction where everything must be at least looked at if not changed.
jopenack
Tue Jan 04, 2005 11:31 am
#97
I always believed that the creature nerf was the biggest inbalance of the game.
if at that time some foresite of armor and buffs were considered then a simple changing of the ch tree as it is today would have sufficed. instead the hammer fell far too strongly across the galaxy wich created a huge inbalance between players and creatures.
Not counting PVP one solution during the last year would have been reversing the creature stats to something of what they once were.
But as stated above history has proven if you do not look at all aspects of the game and try to consider how such balancing would affect evryone and everything then you shall be doomed to repeat the mistakes that have gotten us where we are today.
We have waited a long time for this, being balanced for the last year lol took its toll on us. however if they do it right this time then I can wait a while longer.
Only time shall tell, we shall see
The good news is they have expanded the dev teams and hired people finnally lol so the future might be bright indeed.
Joker9125
Tue Jan 04, 2005 12:02 pm
#98
raynedog wrote:
Joker9125 wrote:
All i can say is that the Curb isnt really needed. Try having some of your "Uber" BE 60% kinetic tank combos go against a TKM who is unbuffed and wearing no armor then youll see that all that is needed is one massive buff/armor nerf. and some minor adjusting of the numbers.
I think what you'll find is once you begin to change one aspect of something, you create a chain reaction where everything must be at least looked at if not changed.
So look at those problems if/when they come up (and actually act on them dont just look). All im saying is that the current combat can work and work very well with minor to moderateadjustments instead of a major revamp.
BrerLapin
Wed Jan 05, 2005 8:36 am
#99
Actually people do damage just about fine, DOTS, Armour & the unhealable mind are the major flaws here.
Basic mathematics tells us that the Composite suit is better than all the other armours hands down.
Comparision shows us that DOTs after the bleed nerf are the singular most disruptive event in the combat process (./me points at CMs & the totally non-medic conceptualization of inflicting disaease ¬.¬).
& Unhealable mind WTH is that about.
In fact the whole HAM systems borked so meh....
As CH Id like to see pets that mature beyond their CL's with increasing HAM & damage output. Id like to see Mountable joined with Armourable & Equipable (whether that be shield generators, gun mounts (Unlikely & a bit silly really (Images of Vickers MMGs mounted on the back of camels spring to mind) or even shod claws /hooves for more damage (vibro-hooves giggles)).
Id also like to see less pets in the datapad & more Pet AI, so that there characters instead of tools.
SioBabble
Wed Jan 05, 2005 11:22 am
#100
1. The devs are fully cognizant of the impact of buffs, armor, and DOTs on combat, both PvE and PvP.
2. These factors are being addressed in the CURB in a big way. Stay tuned.
raynedog
Wed Jan 05, 2005 11:49 am
#101
BrerLapin
"In fact the whole HAM systems borked so meh...."
exactly why you can't just change armor and buffs, changing one thing leads to another and so on.
"In fact the whole HAM systems borked so meh...."
exactly why you can't just change armor and buffs, changing one thing leads to another and so on.
Luke_Jivewalker
Wed Jan 05, 2005 4:21 pm
#102
I'd like the ability to have three or four options when you first tame a creature:
1. Standard -
Standard tame would keep pets as they are, no special HAM or attack improvements.
2. Tank -
Tank tame would be what it sounds, increase in HAM while decreasing their attack a bilities
3. Combat -
Combat tame would increase HAM(or resistances... less than TANK but more than STANDARD)the same while noticeably increasing the attack abilities
and maybe through in a 4th where applicable
4. Mount -
Mount tame would decrease HAM and attack abilities while making the animal noticeably quicker.
Also the Combat tames would be able to be used as weapons, have a tool bar call botton like swoops, but the kicker is that you can only have 3 of each non-standard tames, this would make it so you can't just call out all of your pets in succession until you are out of HAM tanks.
Tanks, mounts, and standard tames would still have the same timer, while the 3 combat tames you have can be called whenever.
I don't know about the rest of you but I kind of like this idea.
Joker9125
Thu Jan 06, 2005 1:36 pm
#103
This is a new big issue for me. DOTS NEED TO DO THE DAMAGE TYPE OF THE WEAPON USED TO STICK THEM!!!!!!!!!!!!!!!!
thats all for now.
Volgun
Sun Jan 09, 2005 5:07 am
#104
Luke_Jivewalker wrote:I'd like the ability to have three or four options when you first tame a creature:1. Standard -Standard tame would keep pets as they are, no special HAM or attack improvements.2. Tank -Tank tame would be what it sounds, increase in HAM while decreasing their attack a bilities3. Combat -Combat tame would increase HAM (or resistances... less than TANK but more than STANDARD) the same while noticeably increasing the attack abilitiesand maybe through in a 4th where applicable4. Mount -Mount tame would decrease HAM and attack abilities while making the animal noticeably quicker.Also the Combat tames would be able to be used as weapons, have a tool bar call botton like swoops, but the kicker is that you can only have 3 of each non-standard tames, this would make it so you can't just call out all of your pets in succession until you are out of HAM tanks.Tanks, mounts, and standard tames would still have the same timer, while the 3 combat tames you have can be called whenever.I don't know about the rest of you but I kind of like this idea.
I like this idea. Maybe though it should be affected by how you train them rather than how you tame them. Say if you let your creature do all the damage his attack will increase faster than HAM or speed. Or if you killed things for him while he took damage then his HAM would increase faster than speed and dmg. And I don't know how you would do the mount one, maybe just keep them out don't put them in combat and let run them behind you or something. I think this would add an entirely new dimension to the CH profession. If this was previously posted I apologize but I didn't really want to read through an entire forum just to post one thing.