Creature Handler Archive
Thread: I found it! My CH Skill Point rework
Game reworks around one year old are pretty common. They did it in UO, and for several classes in DAoC. When the game is aged, some things need to be fixed completely. We're seeing a lot of this happening right now in SWG. If our class, or maybe a couple of others as well, like Ranger, were reworked for skill point allocation, personally I think it would be better for the game in the long run. Yes, I know, some people would be mighty upset, and I would completely understand why. Their BH/CH combo works well for them, so why are they being messed with? Or their main profession to them is Architect, but now they can't have MCH as well to protect them when they do harvestor runs.
What I would propose is a skill tree reallocation to be a CH, with a one month time frame to allow for people on vacations and to let people do their research. You could only move points out of other classes into CH, not the other way around, so that you can maintain the same level of CH proficiency that you had before the change. You get one shot. No givebacks.
And this is what would tick people off . . . make it cost the same amount as MBH. I think that's 200 skill points.
But listen, and hear what I propose.
For CH, you would need Master Scout and Master Brawler OR Master Marksman OR Master Artisan. There would be three different types of CH's, whose first three lines in CH would be exactly the same. These would be your animal control proficiencies, where you get your commands and the ability to tame and control higher animals. The last line would be your proficiency in your other skill.
For Brawlers and Marksmen, your last line would give you the abilty to fight somewhat proficiently from the back of your mount. Each box would give you a mounted special attack based on your profession; for example, brawlers could get a charge attack with extra damage. Marksman could get a fan shot with a boost to evade as their mount spins and jumps in another direction away from the foe. At Master CH in either of these lines, the mount would be able to fight with the player mounted. A spitting mount would be great for marksman, while a kicking or butting mount would be great for brawlers. Mount attacks would be limited to moves that would be reasonable with a person on their back (for example, if and when we ever get razor cat mounts, they wouldn't have their jumping attack, but they could swipe). BIG NOTE: by taking Novice CH, for ballance reasons this would have to disqualify people from taking any of the other elite classes that also depend on Master Scout and Master Marksman/Brawler. They'd have to pick one or the other. Think for a couple of minutes and you'll understand why.
For Artisan combos, the fourth line would allow them to put pets up on the bazaar and in vendors. They would get other commands that they only could teach, such as additional trick commands that give healing or buff boosts to entertainers. They would also be the only ones who could train animals to be mounted, at the Master box.
These changes would benefit the CH profession in many ways. It allows people to elect what type of CH they want to be, and get the benefits specific to that type of playstyle. If you want to be a great fighter with pets, wonderful, go for it. We already have Master Combat/ Master CH, so this would be nothing new. We also have Master Crafters/Master CH, so nothing new there either. It makes animals useful again, by providing distinct benefits to new professions and by expanding current ones, and further diversifies the interrelation between classes.
For the "dabblers", of which there will be, to ensure that we don't have an influx of the same caliber of the overpopulation of graul maulers again, change it off of a CL basis to a defensive basis. Make the animals at lower CH higher in general defense and speed, but lower on power and specific resists. For those who dabble in CH to have a meat shield, great! Let them have it. As you move up the CH ladder, you get the ability to control animals with better resists for PvP, and better and stronger attacks. Of course, you sacrifice your skill points to get them.
Anywhoo, there's my sample version of how I'd redo it if I were a Dev. Feel free to shred it or make suggestions.
Of any crafter, I would think BE is the best match with a handler.
My fundamental problem is that it forces me to take one of three lines, none of which I currently have, to get the skills I have now.
I am not interested in being an artisan. I did my time as a markswoman and a brawler. I only want to use pets, yet I would be forced into one of these professions. What do any of these have to do with animals and making me a better handler?
I think there is a far stronger argument for Scout, which already exists, or healers, i.e., vetinarians. (BE being the closest profession to match.)
Now with Bounty Hunters requiring one mastery and one line (I know you said this was before the change), if I require two masteries, then even Jedi better fear us for that skill point investment. That is too much power in one person's hands and you know the devs would never give us a bump like that.
On a personal level I have a thing against forcing players to spend so many skill points to achieve a profession. It is way too limiting. I find it is better to prevent the stacking, the synergy, of two professions. That is where all of our balance issues come from. CH dabblers, defense stackers, xxx/doc and xxx/CM combinations.
Having something such as a control device or "weapon" that buffs the pet gives us more strength and prevents stacking combat classes at the same time. It achieves the goal we want by making CH by itself viable, and prevents the profession stacking, without forcing us to surrender other professions we enjoy.