Development Cycle Archive
Thread: “Oh my…sir, he says there are several creatures approaching�
I just want to say that I am much relieved with the revised version of 'the plan'. The fact that TH and the devs are listening to the feedback and acting upon it is wonderful. Thank you!
First off, though I don't agree that CH is that unblanced, I do understand developer needs to balance things they see as unblanced. The over all changes don't bother me because I am a CH and they won't affect me, but they will affect my friends who are not. One in friend in particular is very up set at losing her pet who she only uses for SHOW. I promised her a bantha when I took CH and I susceeded in that request with some effort and help from another friend who located the baby which than took me over 15 to 20 minutes to get to. Anyway, the only thing my friend wants is a pet to show off. She takes him out and has him do his tricks and than she puts him away.
Now techinacally the CH is a person who is so intuned with all creatures he can control them totally. A non-CH does not have this ability. This is what I'd like to see for all of the non-CH who just want a pet to show-off as a pet and not a hunting companion. Allow a non-CH to call a pet (of either any level or up to level 15 as is now) and use only 4 commands if the pet is over the projected level of difficulty 10. Those 4 would be follow, stay, trick 1, and trick 2. If they give an attack command to a pet over level 10 (or group or anything else that assists thier fighting) it would be blocked (via the code) due to their inability to be intuned with their pet. In essence, if the pet is over level 10 than the pet would not understand their issuing of the attack command, even though it was learned. This will allow non-CH to keep, and call, their pets for show abilities but allow you to rebalance the combat side of the game.
The new proposed tree is much better!I think now I can call if fair, although the poor non-CHers still get screwed in the end...
Maybe consider changing some of the pet levels like a wrix to a 10 or bring in some now slightley more defencive creatures for those of us who have no fighting skills at all.....Maybe give the pets a boast on guard only or something......Just a thought!
Great idea!
Allow the non-CH to keep their higher level pets for show purposes, but not attack or defense.
That should keep pets for people who truly treat them as 'pets' to remain unnerfed, while keeping the cap for attackable/guardian pets at cl 10.
Personally, I see no problem giving a non-CH player a Rancor, so long as they just parade it around and can't use it for attack or defense (or even as an alternate target/meat shieldfor attacking creatures). If it has no combat application, it's not an 'abuse'.
This would, of course, mean tweaking the mission terminals to distinguish non-CH pets and not use them in adding in the difficulty/reward of mission terminals.
Well a Massive amount of posts and a Touchy subject .
There is a hell of a lot of CH out there - so yes proposed changes within the CH tree seem wise and will cut down the people only getting the highest pets - BUT
by Making NON-CH players have lvl 10 and one pet ? YOU ARE GOING TO CREATE many more CH's Becasue it will be the most powerfull profession in the game -just look how many are there now - then every new character will want to be one . IF i can use a LVL 16 probot why not use a similar level pet - well i guess your gona stop us using them soon too
The game is so heavily wieghted to CH now already - so yes the dabblers in CH wont benifit as much as a Master is a good thing - but why make changes to NON-CH players
NON-CH'ersARE HAPPY WITHOUR PETS leave them be - make the changes tot he tree if you need to - but not to the pet level for non ch'ers
You will just anoy alot of players if you do go ahead with this . a non ch player is no where near as strong as a CH player - so your gona nurf the weaker of the two ? why ?
I'd suggest all of you being a Carabineer, and try doing missions without a Rock Beetle.
Then nerf things. We pay for game too.
Ok, here is a resume for those who "don't have time to read":
- Management III will still have +1 Additional Pet . However, you will NOT get double XP.
- Master CH will still have a total of 70CL to control
- Transfer command will be a MCH command
- Mount Command will be Management IV Command
- The entire CH Tree was redesigned. Each box on firstrow will give an +1 CL, second row +2, third +3 and fourth +4 . For a total of 10CL per column.
- NON-CH have dropped max CL to 10. Bio-engineered Kaduus and Spats will be CL 10 so you will still have the ability to use mounts.
- MCH can now hold 20 pets.
- Never before tamable pets will be tamable, extincted pets lairs will spawn babies again (Example: Webmasters, Kliknik Queens, etc...) at a very slow rate
This is what I have read so far, if I am incorrect , please correct me.
Questions I would like to be answered:
- Will AR2 pets be nerfed ?
- I forgot this one ... ![]()
I dont know why Ch's get 2 nerfs when there are so many broken classes.....
Why change the tree, if you feel that dabler are becoming too strong raise some pet lvls so only the high CH's can use them...Doesnt that solve the problems in general? I have always felt some pets like the Grauls...are way to easy to use for their power. Im sure anyone can list a few more. Just doesnt seem right to me for one class to get the shaft twice...I do agree that somne changes need to be made and the 1st nerf was a must, but there are so many problems with so many classes that would help in someway to balance. Make their shots work the way they are sapposed to and fix the Dang spices!....Balancing is kinda crap anyway, If you are going to spend all of ur points on becoming a BH then I hope **edit** well you can kick a pistoleers butt. nothing in real life is balanced ...you know what your character can do before you make them or have the opertunity to change your profession. I dont know I guess im just not happy that I finally get Master and they take away what took me so long to earn.
Ankh
Thunderheart wrote:
Pet Issue: What will happen to 'legacy' pets that are currently CL 10-15? Will they become unusable by the non-CH who has purchased/been given them under the current CL 15 system? Will they be rebalanced to CL 10 either automatically or through some voluntary means? Should people like me, who have been giving CL 12 and 14 female and male kaadu as gifts to non-CH friends be worried about whether they'll be mountable?
Unfortunately, most of these pets will be stuck in your datapad. You won't be able to call them or trade them (unless they know the transfer command), because they are higher level than 10. Your only option will be to destroy the PCD.
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Well, if I even continue playing this game, it looks like I will need to dabble a bit in CH just to be able to continue using my level 14 Mountain Krevol. That is, unless they make Rangers' traps more useful (AE Snare, anyone?)
Danderson wrote:
I will do a comparison with a Master Bounty Hunter (pure combat class) and a Master Creature Handler (not a pure combat class since they can make additional money be selling creatures to non-CH, but I'll ignore that for now)
Doing some very quick calculations, a Master CH requires 106 skill points and a Master BH requires 217. I believe that a Master BH is approximately a level 25 (correct me if I am mistaken) - i.e. a level 25 creature cons white to a MBH. Even with a level 15 pet (assuming levels are additive - a bit oversimplifying I know, but still in the ballpark) a MBH could be a level 40 (25+15). That is 5.4 skill points per level (217/40). A MCH can have 60 levels in pets, thus are 20 levels more powerful than a MBH. This is 1.8 skill points per level (106/60).
~more stuff~
For those calling for nerfs:
Novice Pistoleer/Rifleman/Carbineer = 35 skill points
Novice Commando = 112 skill points
Novice BH = 160 skill points
I am a Master Carbineer and a Master Creature Handler.
As a Caster Carbineer, I think I rate lvl25. I base this on the fact that I get lvl25 missions (though they stopped at lvl25 with about three skill boxes to go before master) and lvl25 creatures can white. You claim that the same is true for a Master BH? This sounds more like con and mission bug than a class/profession imballance.
I know for a fact that without using any special attacks Commandos and Bounty Hunters can dish out a lot more damage than I can. Most of the "heavy" weapons I have seen for Commando and Bounty Hunter have a minimum damage rating starting around 800-1200 points of damage (not too mention that some of these have much better damage ratings than even a BE Rancor or Gurreck). The best carbine I can find does about 350 on it's maximum rating. Rifles are a little better and pistols are a little worse, but Pistoleers get better defence modsand Riflemen get worse defense mods than a Carbineer. This is probably because in those three ranged classes, Pistoleers have the shortest range, Riflemen the longest range and Carbineers are a mid range.
The point here is: This so called /con level and mission level is screwed up and your comparisons are off due to this. Even a novice commando can take me out fairly easy (this is just my carbineer skills and not using any CH pets). And of course it takes more SP to get to the heavy weapons proffesions than it does simple ranged weapons.
As for the CH skills, What do you really want? Yes the CH can get some very powerfull pets, but all you need to do is take out the handler, and most Master CH that I know have very little if any combat and/or defensive skills of thier own and this patch will make PvE harder for them. Not to mention that the heavy weapons users have far better damage ratings with their guns than any creature pet I have seen tamed, even though the pets do have greater HAM, this seems to even out a bit. You also seem to overlook that CHs have to find, tame, and wait for pets to grow, do you need to do that for a gun? NO! We also have to either wait for thier HAM to regenerate at 1/20 of the overage player regen rate or use Pet stims to heal them, do weapons users do this? NO! We have to feed them or have them perform trick (draining our HAM) to heal wounds, do weapons users worry about this? NO! The only pet stat that comes close is:Vitality that lowersa petsstats as it is lowered (first lowering of stats occurs at vitality 89), this is comparible to weaponscondition, thats all a weapons user need to worry about.
And CH is not the only pet user that was unbalanced. I am glad to see faction pets getting hit, especially the AT-ST. You want to talk unbalanced! I have yet to see the pet or pet combo that can go head to head with an AT-ST. Prima's guide (has discrepancies galore) rates the AT-ST at lvl125 and I belive it. I took a Rancor, 3 lvl20 Rebel Troops, Myself, a friend and her GSPs and we barely scratched it before it killed the rancor and we bolted. And yet a noob player could be given three (not that anyone would) and control them without having to do anything more than gaining 200 faction points which can now be given out without earning them.
So, in all this is an entire pet revamp/nerf. It will hit a lot more than just creature pets (whether its a CH dabbler or Non-CH). It will make pet usage, of every type,fairly even across the board in time. Admittedly, the variety of faction pets and droids is limited compared to creatures, but hopefully they will fix that. I also do not see them making Probots only usable by Master or Higher level DE's. Though, I would think that a Master DE would be able to use more droids than any other class.
I think either upon mastering DE they should be able to build something like a droideka. Not near as powerful as a At-St, but something worthwhile. That they could sell. Also a master BE could be able to make a clone. Like in the clone wars, a master BE could possibly clone a humanoid. This humanoid could train, gain exp, learn limited skills. This would be a great high content builder. Atleast I think so. The master BE could take your DNA and make a replica of you. Using good materials it could possibly have near as high stats as you. This would be GREAT, you know why? Because Imperials outlawed cloning and can use At-Sts. Rebels could use cloning by Master BEs for thier army. A Squad leader could feasably lead a unit of the clones into battle against an AT-ST, or an IMP weilding one. You could limit the use of mass clones anymore than 3-5 to designated battles. On a average basis a Squad Leader could control 2, and call it a Squad Leader guerilla team. Upon reaching higher levels in Squad Leader he could control more. This would give people a reason to consider being a Squad leader. It could be useful without being overpowering. Clone could wear certain types of armour and learn to use certain types of weapons.
As far as higher level content goes, you could level up your clone. It would be great. Especially for Driod Engineers, Bio-engineers, and Squad Leaders. This could maintain a good lvl of income for DE and Be, while giving Squad leader a great opportunity without being overpowering. It's a positive introduction to the game, and I think it would contribute signifigantly.
Sincerely,
Korpsekaner of KORPSEKANER Gaming Idea Consulting LLC.