Development Cycle Archive
Thread: “Oh my…sir, he says there are several creatures approaching�
All things i was reading, are disgusting ...
Pt 1 : TH, devs are crazy ... I can max my LLC line before doing one box in CH. And you want to close the only way that a CH can get XP easier. Laugh ... so silly. Do you just try to tell in group : sorry, i ll use my rock beetle because i llnot have CH xp in other case. Laugh ...
Grouping grouping grouping, i'm tired to read this argument.
I came from EQ, and i was tired to look for a group. Nobody want you and i spent more time sit on the floor than playing (i was a wizard). If you want to do the same thing with starwars, i ll say good bye.
Do you just try to find a group in starwars. I dont think. I try to find a group on dantoine (lot of people in this place) and nobody respond to me. Yeah what aso cool gaming experience. I felt like in EQ.
5 friends leave starwars and i think i ll do the same thing (final fantasy online are coming and after Wow, its not really different from starwars, i ll have bugs but in this games i ll sure than i ll need to group for playing).
Before nerfing, correcting bugs :
What about :
Path finding of pets ( pet dont move and stay lock in a rock )
Speed of pets suddently pet move VERY slowly ( wait 5 min than my bettle come to me )
Attack ... its amazing when i click in my attack button and when my pet dont move and dont help me to kill a mob. What a great AI, pet can choose when it help you...
We are nerfing all the time ... You kill the CH profession ( not for master but forintermediate ) ...
A player with a tree 4 4 0 0 who spend less training point in CH profession, can invoke a mauler with special attack
Me with my tree 2 2 1 2 spent a lot of training point in CH, cant invoke a GSP
Ps : Sorry my english, i hope that you can understand what i trying to explain.
ASHRID wrote:
Also, we're making your probot tougher.
Are you (now) able to parse the database to apply changes to existing items in the database or will wesoon end up with pre-nerf Probots, post-nerf Probots and post-fix Probots - whilst simultaneously reducing the value of my Probot stock (I'm a Merchant not DE) to 0 because everyone will want a 'fixed' one
(as you recently did when you 'fixed' bounty hunter droids to have multiple charges but failed to apply that change the the droids already created)?
It seems like they were able to do things like this, as all Gaping Spider Hunters across the board changed when they upped its resistances, regardless of where they were at the time. I don't know if it's a very different system entailed, but I guess I tend to think they can.
Creature handlers are saying yes thanks for not nerfing us ..this was never really a nerf on ch but on dabblers and as i can tell itstill is ,used to be 24 points to be able to call a lvl 30 pet now is what 34 to be able to 10 extra points to dabble ..non ch nerf is what it started and still is exspecially now with the lvl 10 crap and faction pet issues.yeah i earned all them fp to have my at-st out single so its more vuneralbe ..yeah right
What gets me about all the high level professions (Pistoleer, Rifleman, Swordsman, Pikeman, some others) is that they get the Master Weapon in the novice box. That weapon, or weapons, should be moved further up the trees. They ought to be MADE toWORK for the weapon.
That's just my opinion.
Thunderheart,
Why don't you developers do something intelligent for a change and not drop faction pet restrictions until you have the capability to impose rank based limits? Why the **edit** are you breaking something before you have the ability to fix it?
I do have a kind of cloudy area in the new mounts. You made it sound like we'll (Non-CH) be able to use any of the mounts, but I'm also seeing that we'll only be able to use the CL 10 ones (2 of 6)....so which is it? Will people have the ability to have any mount? Secondly, is there a difference between them? (some sort of speed or HP or something). In other words, will you want a certain type of mount for one scenario and another for a different one?
Wookies need love!!!
KnapweedD wrote:
I agree, cranking out experience like that must be an incredibly boring experience. If you have reasonable weapon skills, then even more so cos you'll only get 1 exp per kill.
Actually you get 100 per if you're using low level pets. It is only with ful grown pets that you get only 1 CH xp per kill.
Do you not think it is better to sacrifice the rush and go hunt something a little more challenging? Your weapon experience would fly up even though your CH progression will slow. You will also earn a pile more money from looting bigger MOBs and have a lot more fun. I always find my experience shoots up much quicker if I just ignore it and get on with the game.
Yes! Without question I agree that you shouldn't play the game that way (at least not all the time.) I'm just using it as a yardstick - a way to measure xp over time.
Lorelai_Seabreeze wrote:
� Pt 3
Hmmm seems people dont read all posts or you would of seen some of us Masters crying out on behalf of the poor novice.
Oh no I definately did!
As a matter of fact if you goto the CH forum you will notice in 1 thread alot of US voted for Novice to get level 15 pets.
Again, I know - I joined in with that.
What I was saying was that when looking at the responses to the current set of proposed changes, seeing all those Masters say 'I love this, this is great' has to be taken in context. I'm not discounting the previous comments.
Thunderheart,
I do like the changes, but in light of other changes being made to BH, number of faction pets being called and the CL of non-CH's being reduced, I think you are setting up the CH profession for a huge, future "re-balancing". Let me explain.
Like many MCH are proclaiming, this proposed change gives power to the title (and accomplishment) of "Master CH" - I agree, most of the power should come at the master level. For only 104 skill points though, that is a lot of power! Especially tanking power, which is greatly neededin this game (remember - you are removing a great deal of the tank capability of non-CHs).
So for only 104 skill points, it leaves alot of "Dabbling" for CH's to do (really never understood the uproar from CHs over dabbling since they are virtually forced to do that, with over half their skill points unused - pot calling kettle black comes to mind). Let's see what a "Dabbling" CH can do:
- He can pick up Novice Pistoleer for 36 more skill points and haveaccess to all the weapons a Master Pistoleer can - perhaps the weapon selection should be distributed more evenly?
- He could master pistoleer and still have 52 skill point remaining. I guess they wouldn't be called "Dabblers" since they mastered 2 elite profession - poor "dabbling" Master BH can't do that.
- For a measley 49 skill points, that Master CH / Master Pistoleer can master the pistol line in Smuggler, leaving him with 3 skill points - oops that MCH is "dabbling" again, but what's he to do with those extra skill points anyways?
I think it's pretty obvious that the Master CH / master combat class is, and will still be, overpowered in PvE. This differentiation will be even more evident when the proposedfaction/non-ch pet changes go into affect. I foresee an influx of players becoming MCHs and a subsequent "re-balancing" to the CH class to counter. (this may not be true right awaywith people following their holocon-dictated path to the FSS. But then again when you can solomulitple FS NPC's with a graul maul, there may already be a rush into the CH profession)
I thought your original post was on track (2 max, total level of 60) to give just enough power to MCHs and to discourage thedabbling. With Part 3, you have still discouraged the dabbling, but encouraged the mastering of CH! After all, a MCH still has 146 skill points to invest and that can be usedwisely to create a very powerful, well-roundedcharacter.
I disagreeon three things inthe proposed skill tree. I think Tame Agressives should be put back up, starting at Taming 3 instead if Taming 2, and increasing through Master.
Master should always have more perks than the rest of the tree, more points, more skills, etc. As it stands now, Master seems to be just another step in the ladder. It should be a bigger jump than that when achieving Master - more taming points, both regular and aggressives, more storage added. The +1 active, UseRanged, and Transfer commands are good for Master. By giving the jump to Master more perks, you will essentially be making the rest of the tiers a little less powerful by doing this: Novice +10 lvl, Tier 1 +1 lvl, Tier 2 +2 lvl, Tier 3 +3 lvl, Tier 4 +4 lvl, Master +20 lvl. So, at 4/4/4/4, you can control a CL 50; at Master, CL 70.
The other thing which I really disagree with is the fact that pet storage is all lumped into the Training line. Added pet storage should be peppered around the tree. I don't mean one in each skill box, but maybe start small and then increase the number of pet storage as you reach higher levels. Give people incentive to get higher in CH. The way it is set up now, itwill allow too many pet stored far too early. A person can go upone branchand have alot of pets stored. This way, there won't be any down time since petscanbe rotated constantly - damaged pets can be put into the pad to heal while another is brought out to take the damage. If the new tree is to discourage dabbler, these two points won't accomplish that. If I have 3/4/0/0, I can potentially have 16 aggressive pets of up to CL 22(mottled wrix, for example) which I can rotate as they get damaged. Won't even need Trick1 to heal mind wounds whenthe petcan heal inside the datapad.