Creature Handler Archive
Thread: Yet another CU summery
- Creature hams and armor will be yet again redisigned
Other effects and unanswered questions on the profession (taken from other threads)
- Tricks will be useless because they only heal mind and mind wounds wich will not exist
- Embolden and enrage changes?
- New CLs? are we getting another stealth nerf yet again?
- incap recovery? we don't know how that works now, what will be the effect?
- Special attacks, how will they work with pets?
- Mounted combat any changes?
- Prereqs for the profession again any changes?
- Defensive mods applied to our pets any word on this?
- These new no skill stims, how will they effect pet stims, and will we be able to use them on pets?
- Hate system will now make it a 100% aggro chance on the CH and not the Pets. Doesn't this completely nullify the only use CH's have in combat?
- New armor and resist system, How will this effect pets?what about legacy pets and BE'ed pets. How are they going to adjust them to the new system.natural petswill be easy to adjust to the new wild equilavent, but what about the BE pets? how are they going to be effected?
- Pet specials? what is going on with them?
- DOT weapons are disapearing what about our pet DOT attacks?
May 5th is the scheduled release of the CU, that means 1.5 years of nerfdom. there are7 days left of march, 30 of april and 4 days of may till release that means at most there will be 41 days of testing if the CU went into Beta today.
We don't even know officially if the sandbox is open yet, however the rumor mill says no. 1 week later it is closed much to the displeasure of the sandbox testors.
Given that this is a major change to the game effecting all professions (even crafting) you would think that more testing would happen before this gets pushed live, and that we would have more information at this junction. Nope no beta testing just straight to TC
Vert any answeres on the above? Let me guess we will have to log on to TC to check?
Message Edited by taloncard on 03-30-2005 10:35 AM
What does this mean for us? Who is in charge, didn't we do this once?
All creature data will be modified to re-adjust their hit points. Creatures will also have their attacks and armor modified to conform to the new rule set.
UMMMM. Will this change or affect the current CH auto-hate percentage?
A hate system will be introduced to improve gameplay and make agro control more interesting and engaging.
We have had issues here in the past with pets not responding do we expect any change that might break us or will it stay as is for now?
The maximum range for basic combat attacks will be 64 meters.
No mention in this list of combat professions. Can we expect no change?
OLD Profession Prerequisites:
CH isn't here
NEW Profession Prerequisites:
CH isn't here
Adding Grambacca's revelation that stims cannot be used on others. Does this include pets?
Vert, another addition to my list is the wind up, execution, cooldown phases. These do not bother me they are a part of every other game that works. I would like to say I believe they already exist for creatures (not 100% certain but it would appear they have timers already) so do we expect change for this? And if there is change can we get a skill to determine the timer or get it made public knowledge as timers will be for classes?
Jope and others have pointed out Tricks have now become useless. CH most likely will not get unlimited specials because we can heal pets minds with Trick. Will trick be moved to heal the health bar? This would seem like a nice compromise since the health of most creatures will most likely at least double. But then it would have to be put on a longer timer to off set the current amound of pet stims used during combat. In fact, it would have to become unusable in combat itself.
Still the point is how does the hate system affect CH. As it is now there is a %chance that any mob will forget the pet attacking it and go straight for the CH. It happens most often to me when fighting Stormtroopers.
When grinding CH, I lived for large explosive groups. Watching for my pet to hit a mob then send it on to the next. Of course, this sucked as well because almost always my secondary profession suffered for it.
10K Health (gotta get used to not saying HAM) pet is going to trump 3K max health +900 cummulative buffs.
Pets won't exactly be useless but you better be watching how much you hit the mob youself. That is assuming the Health doesn't decrease.
Kitoth wrote:
There are thingsthey could add to make hunting as a CH in a group with others so much better.....
Like a way to visually I.D. the target for everyone in the group, to know what you're sending your pets to tank against.
But since that would constitute a new system design related to CH, and since such things are 'outside the scope of the CU', I guess we won't get it.
A way to "visually ID the target for the group" is something Squad Leaders have been asking for for a very long time.
That, too, is beyond the "scope of the CU", so we'll have to see. The problem is, the "scope of the CU" is being defined very narrowly by the devs, when in fact the changes they are contemplating effect crafters and entertainers in siginficant ways as secondary effects.Concentrating all damage on the health pool, for example, nullifies a lot of chef foods and removes any reason for entertainers as mind wound healers. There won't be any mind wounds for them to heal under the new system.