Creature Handler Archive
Thread: A Few CH Question/Answers
What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.
Special attacks have been broken with the new AI code and will be fixed as soon as possible.
Why can't we see damage resists on creatures any more? Do creatures still have resists that we just can't see for some reason, or are Health and Damage the only stats that matter (which again damages pet variety and combat functionality).
The resists are still there, but the examine info was broken when we changed the armor system. This is also on the list of fixes being worked on.
Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.
Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.
Welp, thats better then the BE's where they only planned to fix 1 of 3 they broke. At least they say they are planning to fix 2 of 3.
The third really hurts however. So, just use the biggest gun you've got. Like everyone else. hmm..
I wish they'd give us tamable level 80 pets so our pets could stand up to content at our max level... they still die pretty fast at level 65-70.
Vertexon wrote:
I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:
What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.
Special attacks have been broken with the new AI code and will be fixed as soon as possible.-at least they are recognizing us.
Why can't we see damage resists on creatures any more? Do creatures still have resists that we just can't see for some reason, or are Health and Damage the only stats that matter (which again damages pet variety and combat functionality).
The resists are still there, but the examine info was broken when we changed the armor system. This is also on the list of fixes being worked on.-I can understand and accept this answer since there have been questions about the effectiveness and working order of armor in particular from gorath community members, and since creature armor and player armor pretty much go hand in hand, it is understandable that if one is broken then the other will most likely be broken as well
Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.
Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.
Yeah, I would love something like that. Perhaps something along the lines of Ultima Online's "pack instincts" system. Where multiple pets controlled by the same handler get a direct stat bonus for working together in a group. In that particular case, the pets had to be of the same "pack mentality" (canine, feline, arachnid, etc) to get the bonus. That could be realized in SWG in many forms. Health, Damage, Resists, Embolden-style group special attacks (as you mentioned), etc.
Siruswhite-star wrote:
Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.
Vertexon wrote:
Yeah, I would love something like that. Perhaps something along the lines of Ultima Online's "pack instincts" system. Where multiple pets controlled by the same handler get a direct stat bonus for working together in a group. In that particular case, the pets had to be of the same "pack mentality" (canine, feline, arachnid, etc) to get the bonus. That could be realized in SWG in many forms. Health, Damage, Resists, Embolden-style group special attacks (as you mentioned), etc.
Siruswhite-star wrote:
Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.-Still trying to rationalize this one. How can 3 pets be less effective than 1? There are more targets to handle, and could cause a state of confusion. Animals that attack in packs are usually more effective than solo hunters. The Devs need to implement a system of commands that are multi-pet specific so that with the right tactics 3 lvl 23 pets could take out a lvl 70 one. But please fix our profession bugs before starting something new.
What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.
Special attacks have been broken with the new AI code and will be fixed as soon as possible
Daire_Courant wrote:
I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:
What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.
Special attacks have been broken with the new AI code and will be fixed as soon as possible
For this I am not going to be dropping CH and respecing............Thank you for this
Axo
Master (soon to be) creature handler
Chimaera
Hopefully this will sway some Vet Ch's into staying a little longer.
Siruswhite-star wrote:
Daire_Courant wrote:
I've been given the go ahead to post the answers to a few CU-related Creature Handler questions. Dev text is in red font:
What happened to pet special attacks? All now seem to be absent from the game, which robs pets of needed variety and combat functionality.
Special attacks have been broken with the new AI code and will be fixed as soon as possible
For this I am not going to be dropping CH and respecing............Thank you for this
Axo
Master (soon to be) creature handler
Chimaera
Hopefully this will sway some Vet Ch's into staying a little longer.
this deserves a beer raise! i am seriously making myself a whiskey sour now because of this news! number three is to be expected though, however i dont plan on releasing my giant glass snakes, their almost transparentness is kinda cool.
Yes we pushed forward a buggy unfinished system.
and we finally nerfed that +3 pets for MCH that we have been trying to nerf since Dec'03
Well I guess it is better than the answeres for doc: no
no
and of course no.
Is it intended that a Creature Handlershould always use a single pet of the highest possible level, and if so doesn't this destroy the usefulness of controlling two or three pets at a time? Three CL 23 pets are an order of magnitude (or more) weaker than a single CL 70 pet and will be absolutely crushed in combat.
Yes, unfortunately with the balance system it is no longer practical to have multiple pets of varying levels in use atone time.
This is very interesting