Creature Handler Archive
Thread: Creature Handler State of the Profession (January 2004)
State of the Profession
The Creature Handler (CH) profession can be one of the most exciting and rewarding for many players. There is a great deal of "coolness factor" involved in finding, taming, and having creature companions, and this tends to attract both new players and those who are burned out and looking for a change of profession.
While this is as true today as it was in October, the constant sweeping changes to the profession that seem to accompany every update are beginning to take their toll on general community morale. Just as one is getting used to last month’s sweeping changes, the entire balance of power within the profession is shifted once again. Players find themselves with pets that can no longer be called, and with favorite pets that are no longer on even footing with some of their new tamable cousins. Players don’t know what to expect next, and many express their fervent wish for the major changes to be finished and replaced by a period of relative stability.
The CH system support has been quite strong, and most bugs tend to be annoying rather than game-stopping (though the annoyance factor can become quite strong at times, particularly when auto-storing or AI misbehavior results in one’s character/pet being killed). At the moment the profession is very playable, however, and continues to provide enjoyment for a great many players.
Economic Status: The economics of Creature Handling were seemingly weakened on two fronts by changes in the December patch. With the superiority of vehicles over mounts in most situations, demand for mount training has predictably lessened. The advantages often cited for mounts (ability to use default attacks in combat, the ability to dismount and use the mount as an attack pet) tend not to be very valuable in actual practice. For player character combat, it is advisable to dismount immediately to gain access to one’s special attacks and professional skills. Remaining mounted during battle proves to be more of a hindrance than help, save for roleplay purposes. Perhaps if the pet itself could still attack while being ridden, or if the player had access to special commands, the roleplay value would outweigh the serious disadvantage. This is not currently the case, however.
In the case of dismounting and using the mount as an attack pet, it would be even more tactically sound to have a carefully selected attack pet or three run alongside your vehicle. Indeed, for those Handlers who use Bio-Engineered pets, the gurreck skin (with its fast running speed) is often selected for this very reason.
The second hit to the economics of Creature Handling is a far more entangled subject. Namely, the superiority of Bio-Engineered pets over those found in the wild has all but removed the value of the Handler’s taming skill. As such, he must either do destroy missions as a pure combatant, or rely upon the skills of other professions (i.e. elite combat or crafting professions) to pull in credits. This will be expanded upon in the Profession Interdependencies section.
Profession Interdependencies Status: For Creature Handlers, the most obvious profession of dependence is Bio-Engineer. Bio-Engineers provide pet stimpacks for those without medical skills, pet vitality packs for those who wish to extend the useful lifetimes of their pets, and now pets which are often dramatically better and more customized than their wild equivalents.
This last point in particular has recently strained the relations between Bio-Engineers and Tamers in the CH community. In the eyes of "Tamer" Creature Handlers, the sense of adventure and accomplishment associated with taming one’s own pets in the wild is half the appeal of the profession. In addition, the "Merchant" CHs now find themselves selling a commodity that is no longer in demand. The gulf in power between bio-engineered pets and their wild equivalents has greatly diminished the sense of reward associated with such pursuits, resulting in some feelings of disenfranchisement among the Tamer and Merchant CHs. The mitigating increase in baby variety and the power and availability of rares has not materialized to the extent expected. The Bio-Engineer CHs, on the other hand, wish to ensure that their products are economically viable and desirable. The fact that each profession has a discipline dedicated to "creating" pets has created somewhat of a clash between preferred play styles, now that both professions are in working order.
Other players generally depend on CHs for one of two things. Training pets/mounts with commands, and providing tanks for PvE combat groups. Vehicles and the upcoming combat droids are diminishing the need for Trainers, while the combination of buffs, armor, and greatly enhanced melee professions (including the recent Mitigation bonuses) have in many ways made elite combat professions better tanks than pets. Thus, the Creature Handler now finds himself sort of a jack-of-all-trades in the current scheme of SWG Combat and Economics. He is able to do many things, but tends not to be the most desirable choice for any of them. The non-CH community tends not be as aware of the effects of these changes, however, and one will often find players speaking of the modern CH as though it were the pinnacle PvE profession it has previously been. This gap between perception and reality has created grave concerns in the community about the value and role of Creature Handling in SWG in the future.
Gameplay Status: The primary role of the Creature Handler is still to provide pet tanks for the purpose of keeping PvE enemies occupied while players administer damage. However, Creature Handlers no longer provide the only viable tanks in SWG. An elite combat professional taking advantage of armor, buffs, and skill bonuses can often be just as effective at tanking as a pet, if not more so. While still wielding significantly more tanking power than an unskilled player, the CH no longer appears to be the zenith of PvE survivability.
The profession as a whole is still functional and fun for the most part, but continues to have a few extremely annoying (and sometimes costly) technical issues to work out. Pets still sometimes stop following their master. Sometimes they still auto-store themselves in the datapad (particularly during combat). Sometimes the /tellpet command will work flawlessly, while at other times (for the same player and pets) only commands delivered in spatial will work. Pets with certain body types (such as the dewback or gronda) still frequently run away when they come under fire in battle. The new Ranged and Special Attack commands do not appear to work at all (or are extremely unreliable at best).
The selection of new tamables and rares seems much lower than advertised, which has led to general feelings of disappointment among the Tamers. It is still far more effective to use a single large pet instead of a pair or trio of lesser ones, except in cases where lower CL Bio-Engineered pets greatly exceed the capability of their wild equivalents. Thunderheart’s previous statement that "animals under CL 50 that are never tamable will be rare" does not appear to be the case. Seemingly only a token number of new tamables are available on the adventure planets, while the starter planets do not appear to have had any changes to their baby spawns whatsoever. Given the BE’s ability to make a "copy" of almost any pet under CL 70, the question has been raised of why there should be any creatures that never spawn babies.
Creature Handling by itself still tends not to be very effective in PvP. With pets weakened and elite combat professions bolstered, Combat-oriented players can cut through the fiercest of pets with ease. The fearsome DOT attacks available on some pets may provide some foothold (though perhaps not to the same degree as an experienced Combat Medic). However, this cannot be fully explored until the ranged/special commands are fixed.
Issues In Progress
Bugs
- The new Ranged and Special Attack commands do not appear to work (or are so unreliable as to give the impression of not working at all)
- Ongoing pathing problems (pets start moving very slowly or stop following altogether)
- Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constant try to move to.
- Pets 'poof' back into datapad occasionally. Seems more common in crowded regions and in battle
- The /tellpet commands sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands.
- Some pets changed to CL 1 (-1) during the December patching process, and have not grown since. This seems particularly common with motley kaadu. Pets that are bugged in this manner cannot be called out of the Datapad.
- Pets at or just below CL 70 often cannot be called by their owners. This may be due to the "cannot call unless you have a 15% chance of taming" restriction being bypassed in the case of bio-engineered clones
Exploits
- Exploits allowing CH to call many simultaneous pets, exceeding one’s control limit. The fix for this in the previous build does not appear to have prevented all instances of the exploit.
Gameplay
- Pet calling restrictions (outside in city, camp, or declared residence) feel too restrictive, particularly given the ongoing auto-store poofing problems
Balance
- No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers.
- Creature Handling is not an effective tool at all against a PvP-oriented combat professional. Pets tend to serve more of a psychological role against PvPers who aren’t familiar with the profession’s combat limitations.
- Bugged low end BE pets that are extremely powerful for their CL give "dabblers" even more pet power than they had prior to the December patch.
- Not enough tradeoffs between pet species to allow for strategic variety (particularly at the high end). PvE tanking qualities (Light Armor + Kinetic Resists) and Damage Over Time attacks are all that most people care about.
- Rancor does not seem as powerful as has been established by Star Wars continuity. Even the weakest rancor should be a high end predator that is feared by players
Wishlist
- CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs
- Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)
- Ability to drop stored pets off either in a regular house or a specialized 'stable' structure
- Ability to train pets through the commandline (i.e. /train followme Follow)
- Ability to sell tame CH pets on vendor/bazaar
- More new creatures/tamables. Both new variants of existing models, and creatures requiring new assets (such as those seen in Episode II)
- More new mounts (flying mounts?)
- Tactically viable mounted combat system (give player use of special attacks and/or allow mount itself to attack while being ridden)
- Mount wearables/armor such as we have seen concept art for in online developer interviews
- More new pet commands/tricks
[edit: "rancor does" to "rancor does not"]
Message Edited by Vertexon on 01-09-2004 03:57 PM
Nicely done. One thing though. Under the "Balance" section, should the last bullet point read, "Rancor doesn't seem as powerful..."
Famous Mortimer, MCH - Radiant
I've been playing for a month and just dont find this rewarding really. I orginally trained with a weapon, then after discovering wookies cant use armour (and so die easily) I began doing creature handling.
I find it frustrating that I cant tame pets that I could use if I bought if off someone else, plus as you say.. its best to just buy pets rather than tame your own. The result is that all we are doing is gaining taming experience touse other peoples'pets! Theres barely any taming involved for those tamers who use creatures in battle.
As for the taming.. this should be easier. For example, I'm a low level tamer but I could control a great carrion spat if I bought one (I think.. or I'm very close). I should be able to tame a baby GCS because its well below my skill range. However, I cant. That means, all I can do (assuming I dont buy from other players) is tame a creature which is weak and by the time its old theres no use in using it anymore cos I've had 7 days worth of taming done! I can tame a different animal thats stronger as a baby than the ones I've originally tamed and nutured.
It just makes no sense to devalue taming so much. You should be able to tame any pet (as a baby) up to your combat level. If the baby's growth exceeds your taming development it should automatically be released from your datapad, and if aggressive, begin attacking. Its the same in real life. Should you decide to train a tiger as a baby, and then discover that you dont have the ability to control it as it grows.. there is a chance it could attack you and it certainly wont obey you.
This way you would have to be a little more tactical about which animals you try to tame. If you tame something too big for you, then you're just gonna end up losing it. If you tame wisely, your pet will grow with you into a valued pet. As it stands, no pet is valued until you are a very high level CH + by that point you've had to go through many crappy pets that just aren't good enough for you!
I hope you're all getting what I'm saying. Surely the rewarding experience comes from taming a pet as a baby and nuturing it into a powerful pet by your side. Until you get to a high level, theres just no point doing that. The current system just rewards purchasing power - and that money is gained doing things OTHER than taming. Its hardly taming at all. In UO the experience was much more valuable. When you earned your skill (Through taming!!) you earned your monsters and found them more and more powerful. Through YOUR doing. Nobody gives you a pet for you to earn your taming skill through combat. It wasa great moment when I first tamed a dragon + greater when the nightmares and wyrms. A personal achievement for my hardwork. Unlike this.. which is, in essence, buy a pet and tell it to attack. What a fantastic experience that is!
(As a final note, as what always happens. If somebody complains that I shouldn't be doing this if I didn't enjoy it then thats right + pretty soon I wont be playing at all. The rewards are just so little for the amount of work needed that its hardly worth playing)
Very nicely done! I hope that the devs read, digest and take some action.
There is one point that I have experienced that is not covered. Babies with armor seem to in general be rare, much more so that before the patch. Since the patch I have not run across any babies with armor or for that matter over 36 CL. I picked up a Delirious Merek Avenger before the patch within 30 min of venturing north of the Smugglers Outpost on Endor. Since then I have treked for hours and not come arcross any. Perhaps I was just lucky before, but this seems to be a common pattern that I have experienced every time I've played since the patch.
well more on the MCH level...
1. get rid of the taking many times to train something, its not like we need the exp.
2. there's a bug where any player can just trade any pet, therefore no need for the transfer command. i saw it 3 times today with cl35 pets i was asked to train.
but other than those couple of issues, very nice post ![]()
Wabit
It is interesting to compare this to the last state of the profession. The economic impact on CH may have been understated slightly. Not only can we not tame and sell pets that rival BE between each other, we have entirely lost any market for non-CH pets. Can a CH tame a mount and sell it to a non-CH? The wild critters have too high of a CL, even though the big mount introduction advertised these mounts to be usable by non-CH. Usingcreatures in battle now results in much more damage to them, and it is costly to repair, thus reducing the benefit of running missions.
CH was also stated as being able to provide tanks for battle. While this may have been true, it certainly isn't anymore. You may be able to survive a battle now, butonly by repeatedly usingstims instead of actually fighting. Since CH has little financial viability, this won't last long.
Vertexon has summed up what may of us have experienced. Unfortunately it does not look like a state of the profession, especially when compared to the previous one, It is more an ode to the death of the profession, a eulogy for the CH. Lets only hope and pray that the profession can mimic one famous creature, the phoenix...
novakaine wrote:
Thank you Vertexon. That neatly covered every aspect that has been frustrating me.
agreed... great words !!
Economic Status: The economics of Creature Handling were seemingly weakened on two fronts by changes in the December patch. With the superiority of vehicles over mounts in most situations, demand for mount training has predictably lessened. The advantages often cited for mounts (ability to use default attacks in combat, the ability to dismount and use the mount as an attack pet) tend not to be very valuable in actual practice. For player character combat, it is advisable to dismount immediately to gain access to one’s special attacks and professional skills. Remaining mounted during battle proves to be more of a hindrance than help, save for roleplay purposes. Perhaps if the pet itself could still attack while being ridden, or if the player had access to special commands, the roleplay value would outweigh the serious disadvantage. This is not currently the case, however.
Giving mounts the abiity to attack while mounted but still disallowing the use of combat specials could very well even out the want/desire for mounts as opposed to vehicles.
Adding a MUCH more wide variety for mounts (CH's need CH specific mounts as well) may increase the want/desire for them as well. And the thing to make mounts the most useful tomost anyone would be to serve as pack animals. Though something would need to be done so that mounts aren't used just as extra inventory space. Perhaps mounts be limited to carrying only certain things as per trained by the CH.
Say that said CH can train said mount to carry just minerals, or just flora, or just meat. I think you get the idea.
In the case of dismounting and using the mount as an attack pet, it would be even more tactically sound to have a carefully selected attack pet or three run alongside your vehicle. Indeed, for those Handlers who use Bio-Engineered pets, the gurreck skin (with its fast running speed) is often selected for this very reason.
The second hit to the economics of Creature Handling is a far more entangled subject. Namely, the superiority of Bio-Engineered pets over those found in the wild has all but removed the value of the Handler’s taming skill. As such, he must either do destroy missions as a pure combatant, or rely upon the skills of other professions (i.e. elite combat or crafting professions) to pull in credits. This will be expanded upon in the Profession Interdependencies section.
Profession Interdependencies Status: For Creature Handlers, the most obvious profession of dependence is Bio-Engineer. Bio-Engineers provide pet stimpacks for those without medical skills, pet vitality packs for those who wish to extend the useful lifetimes of their pets, and now pets which are often dramatically better and more customized than their wild equivalents.
This last point in particular has recently strained the relations between Bio-Engineers and Tamers in the CH community. In the eyes of "Tamer" Creature Handlers, the sense of adventure and accomplishment associated with taming one’s own pets in the wild is half the appeal of the profession. In addition, the "Merchant" CHs now find themselves selling a commodity that is no longer in demand. The gulf in power between bio-engineered pets and their wild equivalents has greatly diminished the sense of reward associated with such pursuits, resulting in some feelings of disenfranchisement among the Tamer and Merchant CHs. The mitigating increase in baby variety and the power and availability of rares has not materialized to the extent expected. The Bio-Engineer CHs, on the other hand, wish to ensure that their products are economically viable and desirable. The fact that each profession has a discipline dedicated to "creating" pets has created somewhat of a clash between preferred play styles, now that both professions are in working order.
Other players generally depend on CHs for one of two things. Training pets/mounts with commands, and providing tanks for PvE combat groups. Vehicles and the upcoming combat droids are diminishing the need for Trainers, while the combination of buffs, armor, and greatly enhanced melee professions (including the recent Mitigation bonuses) have in many ways made elite combat professions better tanks than pets. Thus, the Creature Handler now finds himself sort of a jack-of-all-trades in the current scheme of SWG Combat and Economics. He is able to do many things, but tends not to be the most desirable choice for any of them. The non-CH community tends not be as aware of the effects of these changes, however, and one will often find players speaking of the modern CH as though it were the pinnacle PvE profession it has previously been. This gap between perception and reality has created grave concerns in the community about the value and role of Creature Handling in SWG in the future.
It's good that we are a choice for PvE, not THE choice. I think balance as far as that goes ismuch better. In PvP, no matter the pet, CH's are a joke. All one needs to do is ignore the pet, kill the handler. But with the current option to spam specials, the minute amount of damage pets do to an armored player and a pet's lack of armor piercing ability make petsnearly worthless in a PvP encounter. It's a profession like any other and needs some viability in PvP like other combat professions or supportprofessions.
Giving creaturesnatural light armor piercing perhaps.Or increasing a pets damage output over all. Something needs to be done to balance this out...
Gameplay Status: The primary role of the Creature Handler is still to provide pet tanks for the purpose of keeping PvE enemies occupied while players administer damage. However, Creature Handlers no longer provide the only viable tanks in SWG. An elite combat professional taking advantage of armor, buffs, and skill bonuses can often be just as effective at tanking as a pet, if not more so. While still wielding significantly more tanking power than an unskilled player, the CH no longer appears to be the zenith of PvE survivability.
The profession as a whole is still functional and fun for the most part, but continues to have a few extremely annoying (and sometimes costly) technical issues to work out. Pets still sometimes stop following their master. Sometimes they still auto-store themselves in the datapad (particularly during combat). Sometimes the /tellpet command will work flawlessly, while at other times (for the same player and pets) only commands delivered in spatial will work. Pets with certain body types (such as the dewback or gronda) still frequently run away when they come under fire in battle. The new Ranged and Special Attack commands do not appear to work at all (or are extremely unreliable at best).
The selection of new tamables and rares seems much lower than advertised, which has led to general feelings of disappointment among the Tamers. It is still far more effective to use a single large pet instead of a pair or trio of lesser ones, except in cases where lower CL Bio-Engineered pets greatly exceed the capability of their wild equivalents. Thunderheart’s previous statement that "animals under CL 50 that are never tamable will be rare" does not appear to be the case. Seemingly only a token number of new tamables are available on the adventure planets, while the starter planets do not appear to have had any changes to their baby spawns whatsoever. Given the BE’s ability to make a "copy" of almost any pet under CL 70, the question has been raised of why there should be any creatures that never spawn babies.
The whole thing about few new tamleables and the whole rare tamleable business has me in an uproar. Espcially seeing as how a BE can make a gnort that could kill a rancor. I must ask, what is the point of rares other than to frustrate CH's or give them a time sink/status symbol.
Plus, the current rareness of rare tameables seem to be ridiculous (insert shameless self-plug here) 60 Bull Rancor Lairs, not one baby. That's a little much, not to mention Tivo's 100+ lairs to get one baby. THATS pathetic...
Creature Handling by itself still tends not to be very effective in PvP. With pets weakened and elite combat professions bolstered, Combat-oriented players can cut through the fiercest of pets with ease. The fearsome DOT attacks available on some pets may provide some foothold (though perhaps not to the same degree as an experienced Combat Medic). However, this cannot be fully explored until the ranged/special commands are fixed.
Issues In Progress
Bugs
- The new Ranged and Special Attack commands do not appear to work (or are so unreliable as to give the impression of not working at all)
- Ongoing pathing problems (pets start moving very slowly or stop following altogether)
- Some pets run away when they come under attack in battle (more common with some body types than others). May be related to creatures having different ‘ideal attack ranges’ that they constant try to move to.
- Pets 'poof' back into datapad occasionally. Seems more common in crowded regions and in battle
- The /tellpet commands sometimes will not work for players. This generally happens in isolated episodes for players, both preceeded and followed by tellpet working perfectly with the exact same pets and commands.
- Some pets changed to CL 1 (-1) during the December patching process, and have not grown since. This seems particularly common with motley kaadu. Pets that are bugged in this manner cannot be called out of the Datapad.
- Pets at or just below CL 70 often cannot be called by their owners. This may be due to the "cannot call unless you have a 15% chance of taming" restriction being bypassed in the case of bio-engineered clones
- Any MCH should be able to call pets up to CL 70. This definately needs to be fixed. One should not have to be a Wookiee (as I am)
Exploits
- Exploits allowing CH to call many simultaneous pets, exceeding one’s control limit. The fix for this in the previous build does not appear to have prevented all instances of the exploit.
Gameplay
- Pet calling restrictions (outside in city, camp, or declared residence) feel too restrictive, particularly given the ongoing auto-store poofing problems
- The need to use camps to call pets or droids or vehicles is obsolete.
Balance
- No perceived advantage to using one’s Taming skills instead of just buying Bio-Engineered pets. Money is easy enough to acquire that "worse but free" does not feel very rewarding to Tamers.
- The adventure side of CH has nearly been sucked out of the profession. Not nearly enough tameables out there, not to mention useful tameables.
- Creature Handling is not an effective tool at all against a PvP-oriented combat professional. Pets tend to serve more of a psychological role against PvPers who aren’t familiar with the profession’s combat limitations.
- Bugged low end BE pets that are extremely powerful for their CL give "dabblers" even more pet power than they had prior to the December patch.
- This better be unintentional, otherwise, there is no point to the CH profession.
- Not enough tradeoffs between pet species to allow for strategic variety (particularly at the high end). PvE tanking qualities (Light Armor + Kinetic Resists) and Damage Over Time attacks are all that most people care about.
- Unforutantely, without light armor and some kinetic resist, a pet us worthless as a tank is just about any situation. Combinations just don't cut it, the damage output is to small and the tanking ability (having to use low CL pets that rarely have light armor and just have a kinetic resist) just don't cut it. One high Cl pet is 10 times effective than combinations of low CL pets.
- Rancor does seem as powerful as has been established by Star Wars continuity. Even the weakest rancor should be a high end predator that is feared by players
- Rancors need to be one of the BEST pets for an MCH, hands down, no buts about it. They are powerful creatures in the SW universe, they need to be as such here, period...
Wishlist
- CH-specific missions and content (i.e. 'Taming' missions) available from terminals and/or NPCs
- Creature Handler "Epic Quest" (similar to RIS armor) with a valuable reward (i.e. unique pet, one-time use "tame adult" ability, etc)
- Ability to drop stored pets off either in a regular house or a specialized 'stable' structure
- This would give CH's a use in cities with the stable structure. And being allowed to drop pets in houses should have no economical impact upon BE, now that they are actually working. Howabout giving the CH the ability to train someone a pet that will roam around ones house as it does in the wild. An actually house pet instead of just furniture.
- Ability to train pets through the commandline (i.e. /train followme Follow)
- Ability to sell tame CH pets on vendor/bazaar
- More new creatures/tamables. Both new variants of existing models, and creatures requiring new assets (such as those seen in Episode II)
- Not quite sure what you mean by creatures requiring new assets. Though that does remind me that the creativity of creatures is rather dull. Need more variety, not just a different skin slapped onto the same two skeletons.
- More new mounts (flying mounts?)
- Flying mounts, rancor mounts mounts everywhere. Plus, a possible future addition to CH's to particitpate in the GCW on perhaps battle fields, would be allowing the larger pets (tortons, fambaa's) the ability to carry shield generators on their backs, made by perhaps armor smiths.
- Tactically viable mounted combat system (give player use of special attacks and/or allow mount itself to attack while being ridden)
- Mount wearables/armor such as we have seen concept art for in online developer interviews
- Giving armor smiths further use. Allow for some armor to be made for pets. Plus a use for weaponsmiths. Give them the ability to give CH pets armor piercing ability via claw additions or something.
- More new pet commands/tricks
- More new pet commands such as an actualy guard to the death command, instead of the pet running when near death. More tricks. AND different pet uses. Entertainer pets. Medic rescue pets. So many possibilities. The CH profession needs variety!
Very very nicely done Vertexon.
Just one concern and some of you may think I am just paranoi or something but...
I feel that CH's aren't going to be getting much feedback from developers until atleast DE's are fixed, or perhaps longer, and i'll tell you why I think that.
If anyone here read the forums before this last publish went live, every other thread was a rant of complaint about the CH class. (I mean EVERY other thread, little exaggeration here)
I think this because that if the devs do respond to CH's this soon after the rants and complaints have finally died down, they perhaps fear they will incite the community to start ranting and complaining again. I love every one of the suggestions in the list Vertexon. And you hit the nail on the head with every other issue, but I think we are going to be more or less ignored for a bit. I hope I am wrong...
I hope you read this thread over and find some (if not all *crosses fingers*) of the suggestions worth mentioning. Perhaps the devs may just listen this early after our changes/nerfs...
Thanks...