CH Changes Part 3
Posted: Wed Oct 29, 2003 4:28 pm
New info has been posted to the SWG forums on the upcoming CH changes. Here is the first part of the post, check the forums for the rest of the posts and other information! You can also find the entire thread here
I want to thank our CH Player Correspondent, Vertexon, for gathering all the main CH questions and issues and to all the folks who gave us good, usable feedback. I�ve taken the information to the developers and I have some answers to your questions and concerns as well as a few changes based on your input. I�d also like to send a round of applause from myself to the dev who stayed late into the evening to help get this done.
First, I�ll address the CH issues from the Correspondent and then a bunch of questions taken randomly from the board:
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Top Five Issues with the Proposed Creature Handler Changes
1. Overwhelming support for returning the third active pet (from Management III).
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One of the negative impacts of this additional pet is that it makes advancement through the skilltree too fast. The devs agree that it is more fun to have more pets out, and with the creature balance pass it shouldn't be over-powering to keep this +1 Active Pet at Management 3, but then we have to do something about the boost to the rate of progression that it provides (which in general is too fast anyway).
So, we are going to leave this in and instead change the XP-granting function so that you don't get double the XP for having two pets active.
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2. The proposal doesn't seem to affect the power of dabblers in the right way. If someone takes just the first two trees from Thunderheart's diagram, they can effectively command a CL 30 pet with access to all the commands they need (follow, kill, special1, special2, rangedattack). The latter three attacks (special1, special2, and rangedattack) should probably be moved to the tops of different disciplines to create a larger barrier to access.
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On the one hand, the devs disagree that it's much of an advantage to be able to invoke special attacks on-demand or that someone who has mastered half the profession is a mere 'dabbler' and ought to be limited to less than half as many pets as a Master. Pets are pretty good about using their specials even without being told to. useRanged, on the other hand, is quite a perk. So I can see moving that to the master skillbox.
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3. Lots of people would prefer keeping the total pet levels at 70 instead of 60.
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After discussing this internally, we've decided it's not a problem to leave the max level at 70 rather than at 60.
Also, the devs agree with the players who pointed out that the proposed skilltree too aggressive in terms of shifting the power-curve from the low-end of the skilltree to the high end. It's not very cool for Novice Creature Handlers to get the exact same pets as non-creature Handlers, and the advancement for someone advancing across the skill tree (rather than up a single tree at a time) isn't very good.
So Novice creature handlers get +2 pet levels. Another +1 pet level is given to each skill tree at both the lowest box and the highest.
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4. Concerns about only one 'pet' of any kind out at a time.
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Our plan here is to first i
I want to thank our CH Player Correspondent, Vertexon, for gathering all the main CH questions and issues and to all the folks who gave us good, usable feedback. I�ve taken the information to the developers and I have some answers to your questions and concerns as well as a few changes based on your input. I�d also like to send a round of applause from myself to the dev who stayed late into the evening to help get this done.
First, I�ll address the CH issues from the Correspondent and then a bunch of questions taken randomly from the board:
--------------------------------------------------------------------------------
Top Five Issues with the Proposed Creature Handler Changes
1. Overwhelming support for returning the third active pet (from Management III).
--------------------------------------------------------------------------------
One of the negative impacts of this additional pet is that it makes advancement through the skilltree too fast. The devs agree that it is more fun to have more pets out, and with the creature balance pass it shouldn't be over-powering to keep this +1 Active Pet at Management 3, but then we have to do something about the boost to the rate of progression that it provides (which in general is too fast anyway).
So, we are going to leave this in and instead change the XP-granting function so that you don't get double the XP for having two pets active.
--------------------------------------------------------------------------------
2. The proposal doesn't seem to affect the power of dabblers in the right way. If someone takes just the first two trees from Thunderheart's diagram, they can effectively command a CL 30 pet with access to all the commands they need (follow, kill, special1, special2, rangedattack). The latter three attacks (special1, special2, and rangedattack) should probably be moved to the tops of different disciplines to create a larger barrier to access.
--------------------------------------------------------------------------------
On the one hand, the devs disagree that it's much of an advantage to be able to invoke special attacks on-demand or that someone who has mastered half the profession is a mere 'dabbler' and ought to be limited to less than half as many pets as a Master. Pets are pretty good about using their specials even without being told to. useRanged, on the other hand, is quite a perk. So I can see moving that to the master skillbox.
--------------------------------------------------------------------------------
3. Lots of people would prefer keeping the total pet levels at 70 instead of 60.
--------------------------------------------------------------------------------
After discussing this internally, we've decided it's not a problem to leave the max level at 70 rather than at 60.
Also, the devs agree with the players who pointed out that the proposed skilltree too aggressive in terms of shifting the power-curve from the low-end of the skilltree to the high end. It's not very cool for Novice Creature Handlers to get the exact same pets as non-creature Handlers, and the advancement for someone advancing across the skill tree (rather than up a single tree at a time) isn't very good.
So Novice creature handlers get +2 pet levels. Another +1 pet level is given to each skill tree at both the lowest box and the highest.
--------------------------------------------------------------------------------
4. Concerns about only one 'pet' of any kind out at a time.
--------------------------------------------------------------------------------
Our plan here is to first i