Creature Handler Archive
Thread: Improving Creature handler (Don't shoot me if this has been tossed around)
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Vertexon
Mon May 03, 2004 2:57 pm
#1
Interesting thoughts here. Something along these lines might be a good idea for the combat rebalance.
Galacium
Mon May 03, 2004 4:26 pm
#2
I agree in theory. I think anything you could do by simply having a bigger creature (say armor, damage, ham etc..) is kind of pointless because you can already upgrade those things, and whatever your CL limit is is your practical limit on those stats (so if they are two low raising the CL caps would accomplish the same thing in a better way)
Damage types and special defenses for our pets would be very nice though. Indeed I think creatures should have such things built into them. It would make the game much more interesting.
MeatPuppet_Starsider
Tue May 04, 2004 12:05 am
#3
I was wondering what you guys would think of getting skills mods for our pets in our trees? I mean, we are taming and training creatures, don't you think we would teach them to fight as our skill grew? I do.
(I'm not saying we need ALL of these either, just options)
+XX Pet Damage
+XX Pet Toughness
+XX Pet Melee defense
+XX Pet Ranged defense(though if they get both ranged and melee the total mods should be balanced between them to keep it fair)
+XX Pet Attack Speed(Change creature attack speeds to balance this, it's kinda boring having them all have 2.0 speed)
+XX Pet Melee Accuracy
+XX Pet Ranged Accuracy(both would work here, because pets that have ranged have melee)
+XX Pet Defense to XXXX(State defenses)
+XX Pet Dodge/Block/Counter(Different types of pets could use the different damage avoiding techniques)
Maybe even add either pet melee or pet ranged mitigation, maybe both since the 75% reduction doesn't apply to pets, we need some help in this area(I know we have all seen our pet die in seconds to any melee profession).
Now this doesn't have to add to wild creatures base, maybe we could have it so that when your about halfway through the CH trees your skill mods make them about even with the wild varient(IE Novice CH's pets would be less effective than wild), and as you keep gainging more mods, they become MORE effective than the wild versions(IE: Novice=.5x wild mods, Master=1.5x wild mods).
Another thing I would like to see is different pet damage type, the spit attacks definatly scream acid damage. I don't know how this would pan out if they added a +damage modifier, may need to stay kinetic to be balanced, maybe just give the spit acid damage.
And one last thing I would like to see is another player special that enhances the creature, this one I would like to work like center of being for the melee classes.
Just trying to get some ideas tossed around, we need them.
(I'm not saying we need ALL of these either, just options)
+XX Pet Damage
+XX Pet Toughness
+XX Pet Melee defense
+XX Pet Ranged defense(though if they get both ranged and melee the total mods should be balanced between them to keep it fair)
+XX Pet Attack Speed(Change creature attack speeds to balance this, it's kinda boring having them all have 2.0 speed)
+XX Pet Melee Accuracy
+XX Pet Ranged Accuracy(both would work here, because pets that have ranged have melee)
+XX Pet Defense to XXXX(State defenses)
+XX Pet Dodge/Block/Counter(Different types of pets could use the different damage avoiding techniques)
Maybe even add either pet melee or pet ranged mitigation, maybe both since the 75% reduction doesn't apply to pets, we need some help in this area(I know we have all seen our pet die in seconds to any melee profession).
Now this doesn't have to add to wild creatures base, maybe we could have it so that when your about halfway through the CH trees your skill mods make them about even with the wild varient(IE Novice CH's pets would be less effective than wild), and as you keep gainging more mods, they become MORE effective than the wild versions(IE: Novice=.5x wild mods, Master=1.5x wild mods).
Another thing I would like to see is different pet damage type, the spit attacks definatly scream acid damage. I don't know how this would pan out if they added a +damage modifier, may need to stay kinetic to be balanced, maybe just give the spit acid damage.
And one last thing I would like to see is another player special that enhances the creature, this one I would like to work like center of being for the melee classes.
Just trying to get some ideas tossed around, we need them.
TsiyaAma
Tue May 04, 2004 12:13 am
#4
That would be fun, and make it posible to use a pet for more than one type of fighting...maybe make it for wild pets only(don't shoot me BE's, I've been one and my favorite pets are BE'd and you already have some control over resists and specials) and I'll be able to use my TMB again...
Pluto9Moon
Tue May 04, 2004 12:26 am
#5
This has to be workable somehow Meat. At the very least I would like to see our bonus versus creatures go up. I do not thik +75 versus non-agro and +50 versus Agro would be asking too much.
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