Creature Handler Archive

Thread: A new direction for CH balance

QuantumArtist
Mon Jul 04, 2005 4:57 am
#1






I've noticed over the past 2 years that it seems the Devs have had a very hard time balancing CH. I've also been privey to some inside expressions of frustrations from them regarding CH and even the consideration of removing it completely from the game! Though I doubt the latter will ever happen, I think its time for a shift in how CH has been "tweaked" in the past.


Keep in mind this is not a thread about what bugsneed to be fixed. We're talking about how to set our profession on even keel with other professions using some new concepts. If you have some ideas of your own, please do contribute! Somepoints to keep in mind when offering your suggestions are;


  • Try not to make the solution too outlandish. The less programming required, the better chance you have to get the idea implimented.

  • Try to consider balance. We dont wan to be godly, we just want to be even with other classes.

  • Try to be inventive. Skills which require timing add a great deal to gameplay. If you can make the ability good in some situations but not in others, it allows players opportunity to be skillful, knowing when to use the ability and not shows others they're good players.

I offer the following possible options as possible low maintenance solutions to the CH imbalance;



Focus on the creature handler not the creatures!


This is actually the best solution I can think of. Instead of trying to tweak every creature in the game to suit CH and balance it, why not just focus on the CH and their abilities? This way, if CH needs a nerf, or a buff, you simply buff or nerf their abilities instead of their pets (much less programming).For example, consider the following potential special abilities;


Activated abilities;


  • RabidSprint- a pet only combat sprint. Like the /gallop command, but for non mountable creatures. It would have a shorter time of effect (say 10 seconds or so), but the pets would sprint 2x as fast to catch targets (like hunting hounds!). The recycle time would be about1-2 minutes.

  • Pack Attack- thisability requires the use of more then 1 pet. It acts likethe squad leaderability /volleyfire... but for your pets! I like thisidea because it gives your melee pets a damage advantage over ranged pets when stacked with enrage.This master CH level ability gives no bonus to the CH however or any other player character other then to point the group at the same target.

  • Famished- CH ability to make a pet hungry again, effectively removing the current food buff from them so another can be applied. (Low level CH might find this handy for leveling).

  • Ferral Roar- Your pet bellows its most deafening roar, causing an area effect similar to concussion where all targets become rooted and cannot attack... trying to cover their poor ears! The root and daze will only last about 5-10 seconds, allowing the CH to evacuate themselves and their petsas needed or simply manage aggro better. The pet must be over level 50 to acheive thenoise volumeneeded(intended for single high level pets). Of course the recycle time for this should be considerable... about 3-5 minutes, so timing for this attack is crucial!

Latent abilities;



  • CH only ability toattack while riding a /galloping mount (they are, after all, the equestrians of the game).

  • Allow CH to pull multiple mounts and offer rides to group mates on them.

A few other abilities that would be nice;



  • Training templates- I would very much like for us to simply create a list of our pet commands and drag them from our datapad onto a pet for instant training of all available commands on the list. This would of course be a Master Level skill, and you do not gain XP for pets trained this way. Very handy ability for when you're in a rush!

  • Pet redeeding- I think it would also be nice for pets under level 10 to be re-deeded with alltraining retained. Bigger pets require cages that are too large to be practical for the auctions. This wouldnttake business away from Bio Engineers... they can make superior pets at that and higher levels then a CH can tame from the wild. Therefore they will always have a market. Some intrepid CH might even buy from a BE, trainthe petsand resellthem for a profit!This would also not take away the in person trading of larger pets. Its just a way for CH to make consistantmoneyfrom their training abilities.

Again, the idea behind this post is to alter the concept thatbalancing CH requires altering every creature in the game. Instead, it may be possible for us to attain our balance with a few morespecial abilities instead. If you have some you'd like to see, by all means share it here!


Just remember to keep it reasonable.


ADDED SPECIAL IDEAS


Contributed by Larnyth 7-4-05



  • Frenzy (proposed name)- An AOE taunt for your pets to draw aggro from PvE targets.

Contributed by Travin64068 7-4-05



  • Fetch - With this command a pet will drag back the corpse of his kill to the Handler. This allows the Handler to harvest meat, hide or bone, without moving from a good combat possition. A variation would be to simply loot/harvest without the draging animation(potentially less code).

Contributed by K3nsh1n:



  • Tackle- Assuming it is over CL 20, your pet will chase down and pounceupon your opponent. This skill workslike underhand shot and is acquired at tier 3 of CH.

  • Pin- This attack, which is used after Tackle, will leave ur pet on top of the opponent making him unable to stand up for 10 seconds, however the CH cannot attack (this target)during this period or it is automatically broken do to the fact that you could not get a clear shot at your target with ur pet on top of him. This is only achieved at master CH. Also, your pet may not attack while pinning a target.

Message Edited by QuantumArtist on 07-15-200503:57 AM

Message Edited by QuantumArtist on 07-15-2005 03:58 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
Geelo
Mon Jul 04, 2005 4:32 pm
#2


Best thing would be for a bonus to pet damage and pet health/armor. Say tier 1 you get 5% bonus to pet health and damage and master you get 25% bonus.


Also the elite or rare pets like bull rancors need a buff IMO. 3 female narglatches can do more dmg than one of these which is a bit silly. Rancors are THE pet and creature handlers should get a damage bonus when handling the high level pets that stacks with the normal bonus.


It would mean that:


Instead of doing 105dmg each hit to lvl 80 armored mobs my narglatches would do about 127dmg per hit (x3 = 381) and bull rancor would do 340dmg which is a LOT more realistic and balanced I feel.

Message Edited by Geelo on 07-04-2005 04:33 PM

Isroz
Mon Jul 04, 2005 4:38 pm
#3

we will NEVER be equal to the other proffs...we cant b if they made CH + Carbineer balanced than someone with that prof would b uber and why u may ask? because we can use 2 different weps at the same time......we are a support class not intended for uberness or anything....thats how its gonna be....nothing we can do about all i say is fix the bugs and were perfect....if your gonna say how underpowered and how u hate it...leave the prof simple as that not trying to start a flame war but thats wats gonna happen..but would b a cool feature like u were saying with multiple mount make creatures than care carry more than one person thatd b sweet



Naritus-Brian' Phillips
Loyal Imperial Pilot
......not sure what else...
Geelo
Mon Jul 04, 2005 4:54 pm
#4

I think the problem is the way pets and mobs work. They have high health and armor and low damage. Because a pet has low damage it cant hold agro so it doesnt even need health and armor most of the time. Maybe just introduce some rare low/average hp but high damage mobs? 5000hp no armor 500-1000 damage or something lvl 70......

Oh and some nice lvl 35 ones 2500hp no armor 250-500 damage

Message Edited by Geelo on 07-04-2005 04:56 PM

theorb22
Mon Jul 04, 2005 5:53 pm
#5


I think some of the skills you mention are great ideas, I never thought about it much but I do suppose altering CHs would take much less programming than altering pets, and to all the nay sayers who think making us better would instantly make us an "I win" prof, lets recall that all hybrid templates that have any other combat skill besides CH with them all have the defenses of 2 professions, while Elite+CH only has one profession of defenses. The trick for a CH would be to pound out the damage and stay alive, and the trick fornon-CHs would be to kill the CH, preventing the CH from giving his pets commands that make them much stronger than normal, and let's face it, without a CH barking orders, a CL 80 can blow anything we have out of the water, muchlike they do now since there aren't many orders for us to bark.If this new special system their plotting is really all that, combat might just immedietly turn into exactly what im thinking, and let's remember that CH takes a good deal more work to fight with than anything else out there. Other profs can go to a vendor, buy a gun and armor and stuff, and be out PvPing in maybe 10 minutes, our critters take DAYS to be combat-ready, and if what Jfreeman hinted at was true with the special system, it might take even longer to properly train pet specials. By no means should that mean we deserve to be better than anyone else, I simply mean our playstyle takes more work than other FOTMs of the day, and if it amounts to about the same strength as everyone else, should stave off too many people from rushing to it and staying with it.


Of course, there is the small problem that our profession is exceedingly fun compared to other professions, so people might just rush to it anyway since the extra work probably is worth it :/. The only thing I can think of to fix that is to, well, make all the other professions more fun. I mean really, if SOE nerfed fun, that would seriously be the nail in the casket for all hope in the developers to fairly develop the game and all. Sadly the only way to put more fun into other professions is to take a large amount of time to do so....





november 5th 2005- greatest hotfix ever
" you may now board shuttle while burstrunning, running normally, shuffling, walking, standing, sitting, prone, hopskipping, jumping, AND MOST IMPORTANTLY, YOU MAY NOW BOARD SHUTTLE WHILE BREATHING!!!!"
Moakie
Mon Jul 04, 2005 10:21 pm
#6

QuantumArtist, I loved all your ideas! Though I do feel that might still be too much for balance. Because as pointed out you can have CH & other profession master. Now if you increased the SP for CH then you could do those nice changes. That'd be wonderful!!


Though do think all pets need an increase in speed, maybe only a bonus in CH to pet's running speed. Because you should beable to gallop on a mount and have your other pets keep up. No reason they shouldn't beable to, especially if same species!


Biggie: It was great to shoot while on a mount, and in all reality that's the largest benefit to mounts it the ability to do other things. I mean look at Western! That's the whole point to riding wester, is so that you have atleast 1 hand free, and if you trained your horse well you can have 2 hands free!





-= I'd rather be riding my motorcycle =-
Larnyth
Mon Jul 04, 2005 10:33 pm
#7

Very good ideas there in giving the ch more specials with the pets would love to see the ability to attack while mounted add back in and an idea for a ablity is insted of have your roar from pets root have it act like a taunt to draw agro be nice to be able to have the pets tank a bit again.
Travin64068
Tue Jul 05, 2005 4:01 am
#8

Let's not forget about the commands we already have:

Embolden - Gives pets a 15% boost to HAM for 5 minutes

Enrage - Like bezerk for pets lasts for 1 minute


New Command Ideas

Adv Guard - Pets take an aggresivestance for protecting theirMasters. Not waiting for an attack to come to them, they seekout and attack targets with in a 30M radius of the Handler. *Master Only*


Guard Other - The Handler can instruct pets to guard a target, such as a Player or NPC. The pet would follow and attack anything that attacks the target given.


Fetch - With this command a pet will drag back the corpse of his kill to the Handler. This allows the Handler to harvest meat, hide or bone, without moving from a good combat possition.


Pet Trance - The Handler calms the pet into a deep trance where the pets damage (not wounds) heals faster. During this time the pet and Handler both are not able to engage in combat, and the pet is in a stunned state for 30 seconds after.*Master Only*


- Ivoe



Travin Greytin - Master Doctor - Master BE (12 point)
(Sunrunner) CTI Industries (5000, 6000) Kaadara Naboo
Support Medic Missions
Ivoe Greytin - Master Bounty Hunter - Master Creature Handler
(Sunrunner)
Noggin-The-Nogg
Tue Jul 05, 2005 4:27 am
#9

I would suggest that a working taunt ability , and fixing the pet pathing(which I beleive may be responsible for the speed issue) and auto store problems would go along way to rejuvenating the profession.

Asking for both offensive and defensive powers is wrong. We had both before, that lead to publish 5.

Because CH can be used at the same time as other professions, it has to be restricted, either damage OR defence. Not both.

I do beleive the announcement of the new pet special system where we can customize pets to a job is the ideal way forward, high damage low defence, high defence low damage.

Anything that gives both at once is just a repeat of the original problem, anyone who was master CH back then, including myself, will not want a repeat performance.
QuantumArtist
Tue Jul 05, 2005 4:49 am
#10






Noggin-The-Nogg wrote:
I would suggest that a working taunt ability , and fixing the pet pathing(which I beleive may be responsible for the speed issue) and auto store problems would go along way to rejuvenating the profession.

Asking for both offensive and defensive powers is wrong. We had both before, that lead to publish 5.

Because CH can be used at the same time as other professions, it has to be restricted, either damage OR defence. Not both.

I do beleive the announcement of the new pet special system where we can customize pets to a job is the ideal way forward, high damage low defence, high defence low damage.

Anything that gives both at once is just a repeat of the original problem, anyone who was master CH back then, including myself, will not want a repeat performance.





Thats the whole point of giving CH abilities which are limited. That and it takes far less effort to alter the profession then it does every animal in the game.


Besides, if it turns out that all we get is a slightly customizable pet, with a few weak specials and current pet stats... we're still going to be underpowered. This is mostly due to the fact that the average level 70 pet simply cant compete with a level 80 player, particularly if they're Jedi.


I dont see anything wrong with the suggestions above. Obviously, we shouldnt have all these abilities, but some would sure allow for much easier "adjustments" of our profession in the future. Things change so much in SWG, I'd rather they just alter our special abilities then to go through another patch 7 catastrophy. If you remember patch 7, they altered creatures all over SWG... it castrated the entire game in the process.


The idea is that the creatures themselves are fine as they are (excluding speed and special attack issues). The key to perfecting our profession balancemay lie in altering/adding special commands/abilities.





QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
valetman
Tue Jul 05, 2005 4:57 am
#11



QuantumArtist wrote:


Noggin-The-Nogg wrote:
I would suggest that a working taunt ability , and fixing the pet pathing(which I beleive may be responsible for the speed issue) and auto store problems would go along way to rejuvenating the profession.

Asking for both offensive and defensive powers is wrong. We had both before, that lead to publish 5.

Because CH can be used at the same time as other professions, it has to be restricted, either damage OR defence. Not both.

I do beleive the announcement of the new pet special system where we can customize pets to a job is the ideal way forward, high damage low defence, high defence low damage.

Anything that gives both at once is just a repeat of the original problem, anyone who was master CH back then, including myself, will not want a repeat performance.


Thats the whole point of giving CH abilities which are limited. That and it takes far less effort to alter the profession then it does every animal in the game.

Besides, if it turns out that all we get is a slightly customizable pet, with a few weak specials and current pet stats... we're still going to be underpowered. This is mostly due to the fact that the average level 70 pet simply cant compete with a level 80 player, particularly if they're Jedi.

I dont see anything wrong with the suggestions above. Obviously, we shouldnt have all these abilities, but some would sure allow for much easier "adjustments" of our profession in the future. Things change so much in SWG, I'd rather they just alter our special abilities then to go through another patch 7 catastrophy. If you remember patch 7, they altered creatures all over SWG... it castrated the entire game in the process.

The idea is that the creatures themselves are fine as they are (excluding speed and special attack issues). The key to perfecting our profession balance may lie in altering/adding special commands/abilities.






It was publish 5 we got changed, as the poster you quoted said, just so you know .

They wont change creatures again regardless, that was what the CU was about, Im unsure where you got that idea from to be honest, the creatures we see now are , apart from minor tweaks, what we have.

The pet special system they describe can achieve pretty much everything we would need if done right, until we see the docs its difficult to judge.

However, you say
' This is mostly due to the fact that the average level 70 pet simply cant compete with a level 80 player, particularly if they're Jedi.'

This is the problem, CH is a level 54 skill, and therefore alone it simply shouldnt stand a chance against a level 80 player, especially a jedi as they are deemed 1.5 times more powerful than a level 80 player.

Do you see what you are asking for?
A level 54 profession (your level 70 pet) to be able to compete with a level 80 player.
Thats inbalance in the extreme.

Add in the rifle, carbine or pistol that is the CH's second profession and you are now destroying evryhing in your path, just like pre pub 5, and just like then , the nerfs would come.

The ONLY thing a stand alone CH can be balanced to is level 54, because, despite a pets level, that is what a CH is.




VOBLAT [REJEK]-FARSTAR
Vobbucca - Test Center Wookiee
Light travels faster than sound. This is why some people appear bright until
you hear them speak

Redheadedminx
Tue Jul 05, 2005 4:57 am
#12

*bakes QA a BIG cake for being such a clever bunny*


All I can say is, wow! You have some brilliant and well thought out ideas there QA and I just hope that the Devs have sat up and paid attention to them, and everyone elses on this thread.


Ko!! Any chance of getting these ideas passed to the gods??? Please??





Eelaa Obett
Reluctant, bad tempered Jedi
Ex-Mistress CH
Ex-Mistress CM

"You're just jealous because the voices talk to me and Mr Wimble...."

Give me chocolate and I may let you live
QuantumArtist
Tue Jul 05, 2005 5:07 am
#13







Travin64068 wrote:

Let's not forget about the commands we already have:

Embolden - Gives pets a 15% boost to HAM for 5 minutes

Enrage - Like bezerk for pets lasts for 1 minute


New Command Ideas

Adv Guard - Pets take an aggresivestance for protecting theirMasters. Not waiting for an attack to come to them, they seekout and attack targets with in a 30M radius of the Handler. *Master Only*


Guard Other - The Handler can instruct pets to guard a target, such as a Player or NPC. The pet would follow and attack anything that attacks the target given.


Fetch - With this command a pet will drag back the corpse of his kill to the Handler. This allows the Handler to harvest meat, hide or bone, without moving from a good combat possition.


Pet Trance - The Handler calms the pet into a deep trance where the pets damage (not wounds) heals faster. During this time the pet and Handler both are not able to engage in combat, and the pet is in a stunned state for 30 seconds after.*Master Only*


- Ivoe





We already have a functioning guard command. I however, really like the fetch idea, though I think it would be better/easier to either have the pet simply loot the body. Who knows what it would take for them to alter the /drag command to include corpses being dragged by pets?


/cringe


Do we really want them diving into more code then absolutely needed? LOL


Also, pet trance. Doesnt pet trick commands accomplish this? What are the tricks good for now?


Message Edited by QuantumArtist on 07-05-2005 05:16 AM



QuantumArtist
Penetant former Exploit/strategy writer
Owner of the now closed GameReformer.Com (don't make us come back!)
Current Player feedback activist

Awww hell! I give up!
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