Creature Handler Archive

Thread: CH- looking to the future (non-negative)

TheLoneBowler
Fri Aug 06, 2004 9:43 pm
#1

With the not-so-recent rebalance of creatures, there has been some argument to CH being a combat or a support class, and indeed in it's current state it does not seem to fully be either. However, it was originally created as a combat class and there has been some discussion on how to fairly make it remain a combat class.

The argument against Creature Handlers being as powerful as the skill points spent on it is that the owner can hold a weapon, doing double damage with his/her pets and the equipped weapon. The counter to this has been suggested: a 'pet control device' equipped preventing usage of another weapon. If this was implemented, obviously CH should do as much damage as a TKM or any combat profession with a similar skill point requirement.

I think this is an awesome idea, but I would like to expand on it a little bit. One additional idea is to define the 'pet control device.' More than just a 'weapon placeholder', it should be something that defines a CH. Some ideas are:
*a whip- (may not please some of the animal lovers, but understand you are not whipping the animal just making cracking noises)
*a flute (think Pied Piper/snake charmers)
*a wand (for hand signals, etc)
*A shepherd's staff
*lootable/legendary pet control devices-some with mods to pet terrain negotiation, pet defense, attack speed, etc
*the pet control device damages over time like any other weapon and must be replaced/repaired.

Some questions:
What happens if you un-equip the pet control device in combat with an animal out and fighting?
-The animal cowers in confusion, and ceases to attack. It becomes immediately vulnerable without it's master's guidance.

But you are getting a meat shield, isn't that unfair?
-You are spending a full profession skill point set on this, and getting no defensive bonuses/ mitigation. CH as a sole profession would rely greatly on his/her pets. The pets should be very powerful though as the owner could die in a few hits. Owners would need to use strategy, terrain and distance to keep themselves from dying.

You have multiple pets though, I only have one gun!
-Yes but every combat profession has an area attack of some sort, and CH should not be different. This would not be an unfair advantage. The Max Damage would obviously be split among the allowable pet number/pet levels you can control at your point of advancement in CH.

Well what does everyone think?

Message Edited by TheLoneBowler on 08-07-2004 03:40 AM



Shree Lanka
7777Spec-Ops Arcas Legion8888
MasterY Medic Keeping SOAL Alive
"I tried being reasonable. I didn't like it."


Hammer776
Sat Aug 07, 2004 1:47 am
#2

I have mixed feelings on this, as much as I like having a critter fighting at the same time protecting me and dealing damage at the same time, I do feel that I don't face the risks many other combat professions face while mastering their profession as I allow my pet to take 99% of the attack (of course for the longest time I had no armor to defend myself anyway, being a wookie). The damage my pets do in combat is very minimal to the damage I dish out comparatively (even my L68 BE'd pet that does 590-600 damage) and I don't think I'd be doing as good as I seem to be currently if I had to rely on their damage alone, the damage of the pets would definately have to be increased if this were to happen (or the resists/HAM)


I like the idea of the control device being lootable (not much equipment needed for CH) or player craftable


Good idea all in all, but you have to face the cold hard fact that the devs don't care what players have to say or listen to ideas, so instead of changing for the better or moving parallel, you can pretty much depend on things taking a downward tumble if touched.


Woochaka (Gorath)
jopenack
Sat Aug 07, 2004 9:45 am
#3

Hmm very well written and may i say you have placed much thought on this.


my questions and or concerns would be this.


1. like using at ats in pvp people go for the controller not the atats. we would need incredible distance and in close quarters like caves be totally vunerable would we?


2. If we have to use skill points for this (believe i understood you correctly) then we would have to drop what combat skill we had, what if we dont have a pet called or cant call one like on the correlian corvette mission we would be defensless?


3. Not all CH have combat skills some are bio eng and doc's they would have to drop theyr second proffesions to control theyr pets for combat.


4. I like part of this idea as maybe a way of enhancement to what we have already for armor, weapon attachments, and maybe a rescue pet equipped to heal and drag people away, giving people the choice to climb a tree for this like Creature Enhancer or something added to just the scout tree so poeple if they wished could follow it and give theyr fighting skills up or keep CH and theyr combat skills as they do today.


Just food for thought :-)





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"
taloncard
Sat Aug 07, 2004 10:19 am
#4

everyone can use a droid, it's not our fault that they don't.

That is what I say to the CH is still too powerful BS




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


jopenack
Sat Aug 07, 2004 11:02 am
#5

i agree with you we are not too powerful and if anything we sit somewhere in the middle of combat proffesions just died this morning with 2 powerful pets called fighting mokks lol given the limitations we have on calling pets and where we are at a disadvtage at times but it balances us out with our ability to solo more often than some proffesions.


but this thread has some potential as another skill tree



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"
TheLoneBowler
Sat Aug 07, 2004 2:15 pm
#6






jopenack wrote:

Hmm very well written and may i say you have placed much thought on this.


my questions and or concerns would be this.


1. like using at ats in pvp people go for the controller not the atats. we would need incredible distance and in close quarters like caves be totally vunerable would we?


2. If we have to use skill points for this (believe i understood you correctly) then we would have to drop what combat skill we had, what if we dont have a pet called or cant call one like on the correlian corvette mission we would be defensless?


3. Not all CH have combat skills some are bio eng and doc's they would have to drop theyr second proffesions to control theyr pets for combat.


4. I like part of this idea as maybe a way of enhancement to what we have already for armor, weapon attachments, and maybe a rescue pet equipped to heal and drag people away, giving people the choice to climb a tree for this like Creature Enhancer or something added to just the scout tree so poeple if they wished could follow it and give theyr fighting skills up or keep CH and theyr combat skills as they do today.


Just food for thought :-)







1. quite possibly. A second combat profession would give us protection in caves, close quarters, etc.


2. We are already using as much skill as another combat profession. This would not require more skill points than it already does. This would make us more viable if we wanted a second non-combat profession.


3. see 2.





Shree Lanka
7777Spec-Ops Arcas Legion8888
MasterY Medic Keeping SOAL Alive
"I tried being reasonable. I didn't like it."


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