I feel that the CH Profession needs some loving. Xihpos had asked in another post that we consolidate changes we would like to see into one post so that we can post it in the suggestion area.
Please reply to this post with what changes you would like to see. Please be descriptive, but somewhat brief as well. Please do not comment on other suggestions, as I would like to be able to easily read the replies and create the list.
I also think it would be best if we limit it to 10 changes we would like to see at first, that way the request is reasonable would have a better chance at getting implemented. I will continue to update the list in this thread for a 2 week period. Once that 2 weeks is up, I will create another thread, and if possible ask Xiphos and the others if there is a way to create a poll. If not, I will figure some way out for us to vote, and after 1 week, the top 10 items with the most votes will be sent as a formal suggestion in the Suggestions section of the forums.
I would like to thank the whole CH community ahead of time for their participation in this project to make CH a more viable and entertaining profession!
1) SEA functionality--i.e. additional pets, stored pets, etc. I am not sure that the additional pets would function in any meaningful way since the pet levels are limited to a total of 70. Unless the additional pets modifier was supposed to be for more pet levels. If that is the case, then it would be more meaningful.
2) Pet "taunt" ability. It would be really nice to have a tank pet who could taunt off of the player. Pet taunt ability, or modify enrage pets to work as a pet taunt.
3) Calling pets in combat/instantaneous
4) Pets need to be able to hold agro longer, right now they loose agro quickly.
5) Level restriction on having multiple pets out raised, or removed.
6) Raise the damage on level 50+/high-end pets. Maybe (if they don't already have it) give them light armor piercing, (or medium armor piercing if light doesn't make much of a difference) as well.
7) Adjusted/improved stats for the rare pets such as improved damage, to-hit, HAM, and resists, light/medium armor penetration.
8.) New pets to tame that currently don't spawn babies in the wild. Seeing Kimogilas get a stat adjustment/buff and a rare chance at spawning a baby would be great, especially since Bio-engineered Kimogilas aren't very good at the moment. Bring back previously "extinct" pets(aka Plains Hunter).Creatures with Medium armor being tameable. Raising/Eliminating Max LvL of pets, could increase the amount of new tameable creatures.
9) Embolden pets buff to last for the whole 5 minute cooldown instead of just 1 minute, or lower the cooldown on embolden pets to 1 minute.
10) See upcoming pet attacks in the que.
11) Mask scent being more effective at max skill. In the original game I used to wander into aggro groups to steal babies all the time, and for a BE trying to sample DNA, it's essential to have it not break so readily.
12)Animal skins rendered properly, tamed 2 crimson razor cats and once pulled out of my datapad they lost their crimson color.
13) Make sure all creatures currently listed in SWG Creatures actually have a chance to spawn somewhere at sometime.
14) Ranged pet stims and reduce stim reduced cooldowns (perhaps half). The current cooldowns make pet stims very difficult to use.
15) Different damage types for some pets...who wouldn't like an acid spitting durni?
16) Pet Armor
17) Heavily boosted pet storage capacity...Absolutely the most important to me considering the 100s of tamable creatures out there. I Would love to see it doubled at every level including 4 pets (still lvl 10 though) for Non-CH. Maybe even an extra boost for MCH.
List of Changes to CH we would like to see
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Veriscythe
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Last edited by Veriscythe on Tue Oct 11, 2016 11:59 pm, edited 13 times in total.
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lassic
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1) "To hit" modifier for high end tamed mobs to be fixed.
2) SEA functionality--i.e. additional pets, stored pets, etc. I am not sure that the additional pets would function in any meaningful way since the pet levels are limited to a total of 70. Unless the additional pets modifier was supposed to be for more pet levels. If that is the case, then it would be more meaningful.
3) Higher CL for the pets we can have out.
4) Pet "taunt" ability. It would be really nice to have a tank pet who could taunt off of the player.
5) Calling pets in combat/instantaneous
6) reserved
7) reserved
8) reserved
9) reserved
10) reserved
I will add more as I can think of it. These were the ones that stood out the most.
2) SEA functionality--i.e. additional pets, stored pets, etc. I am not sure that the additional pets would function in any meaningful way since the pet levels are limited to a total of 70. Unless the additional pets modifier was supposed to be for more pet levels. If that is the case, then it would be more meaningful.
3) Higher CL for the pets we can have out.
4) Pet "taunt" ability. It would be really nice to have a tank pet who could taunt off of the player.
5) Calling pets in combat/instantaneous
6) reserved
7) reserved
8) reserved
9) reserved
10) reserved
I will add more as I can think of it. These were the ones that stood out the most.
Last edited by lassic on Wed Sep 28, 2016 9:43 pm, edited 1 time in total.
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StepoKedur
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One thing off the top of my head so far (it's nearly 1am) is the fact that pets lose agro so fast currently. It would be a great thing that they actually keep the enemy distracted.
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Chrakov
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1. To-hit stat raised for pets, or at least for level 50+ pets/high-end pets.
2. Level restriction on having multiple pets out raised, or removed.
3. Max pet level increased.
4. Pet taunt ability, or modify enrage pets to work as a pet taunt.
5. Raise the damage on level 50+/high-end pets. Maybe (if they don't already have it) give them light armor piercing, (or medium armor piercing if light doesn't make much of a difference) as well.
6. Adjusted/improved stats for the rare pets such as improved damage, to-hit, HAM, and resists.
7. New pets to tame that currently don't spawn babies in the wild. Seeing Kimogilas get a stat adjustment/buff and a rare chance at spawning a baby would be great, especially since Bio-engineered Kimogilas aren't very good at the moment.
8. Maximum stored pets increased, or at least the stored pets tape fixed.
9. Embolden pets buff to last for the whole 5 minute cooldown instead of just 1 minute, or lower the cooldown on embolden pets to 1 minute.
10. Timer on calling out a pet either reduced, or removed entirely.
Extra suggestion: 11. Not sure whether this would be a stretch or not, but maybe give pets a random chance at being able to dodge or block attacks.
2. Level restriction on having multiple pets out raised, or removed.
3. Max pet level increased.
4. Pet taunt ability, or modify enrage pets to work as a pet taunt.
5. Raise the damage on level 50+/high-end pets. Maybe (if they don't already have it) give them light armor piercing, (or medium armor piercing if light doesn't make much of a difference) as well.
6. Adjusted/improved stats for the rare pets such as improved damage, to-hit, HAM, and resists.
7. New pets to tame that currently don't spawn babies in the wild. Seeing Kimogilas get a stat adjustment/buff and a rare chance at spawning a baby would be great, especially since Bio-engineered Kimogilas aren't very good at the moment.
8. Maximum stored pets increased, or at least the stored pets tape fixed.
9. Embolden pets buff to last for the whole 5 minute cooldown instead of just 1 minute, or lower the cooldown on embolden pets to 1 minute.
10. Timer on calling out a pet either reduced, or removed entirely.
Extra suggestion: 11. Not sure whether this would be a stretch or not, but maybe give pets a random chance at being able to dodge or block attacks.
Chrakov - Master Creature Handler/Swordsman
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StepoKedur
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Was wondering when you would post Chraky 
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Chimaera:
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Chimaera:
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Veriscythe
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Consolidated the suggestions into one list on the initial post. Great Ideas guys and you all are thieves for stealing my ideas......j/k
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StepoKedur
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Seeing upcoming pet attacks in the combat queue.
Stepo Kedur, Padawanesque
Steppo Kedur, Guild leader RoE
Steppppo Kedur, Mayor of Con Diarmid
Guild : [RoE] Rogues of the Empire
Chimaera:
Stepo Kedur (jedi, M Smug/TKM)
Stepp (M Smug/M TKA)
Steave (Ent&art)
http://www.about.me/stepokedur
Steppo Kedur, Guild leader RoE
Steppppo Kedur, Mayor of Con Diarmid
Guild : [RoE] Rogues of the Empire
Chimaera:
Stepo Kedur (jedi, M Smug/TKM)
Stepp (M Smug/M TKA)
Steave (Ent&art)
http://www.about.me/stepokedur
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Lantyssa
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1) Mask scent being more effective at max skill. In the original game I used to wander into aggro groups to steal babies all the time, and for a BE trying to sample DNA, it's essential to have it not break so readily.
2) Great Plains Stalkers and babies. Further reading shows these do spawn. Yay.
3) Though I think they are unbalancing, there were some creatures such as Kliknik Queens that had medium armor (and were tamable). If the game is to be true to pre-CU, those need to be restored. How to get that data I'm not sure since SWG Creatures is no longer online, nor do I know if Juntao is reachable.
2) Great Plains Stalkers and babies. Further reading shows these do spawn. Yay.
3) Though I think they are unbalancing, there were some creatures such as Kliknik Queens that had medium armor (and were tamable). If the game is to be true to pre-CU, those need to be restored. How to get that data I'm not sure since SWG Creatures is no longer online, nor do I know if Juntao is reachable.
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Veriscythe
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I'm going to go ahead and close this thread out and start one for a poll. each person will be able to vote for 10 items.
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Veriscythe
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After an ingame conversation I went through and combined like suggestions. The list is now at 12, and since the poll will only allow 10 options, I think it best if we just go ahead and forgo the poll and submit the list with the 12 condensed suggestions.
Is everybody okay with this?
Is everybody okay with this?
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Sirus Whitestar-COO and VP Animal Testing
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Peleliu
- Light Jedi Knight

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I posted this list a couple of months ago. Modified it a bit to bring it up to date, but here is my list. Keep in mind that MCH is my primary profession on my main toon so I am heavily invested in the class...
1. Heavily boosted pet storage capacity...Absolutely the most important to me considering the 100s of tamable creatures out there. I Would love to see it doubled at every level including 4 pets (still lvl 10 though) for Non-CH. Maybe even an extra boost for MCH.
2. Make many currently untamable critters tamable. I don't mean all the big combat type pets, but there are so many cool relatively minor critters out there I want. Everyone needs a Pharple! Seriously, how could a pet Pharple unbalance gameplay? Time to stretch the server's wings and add minor stuff like this to help us in creating our own content and some fun immersion. I try to do my part. Many who have seen me riding Moe everywhere or seen the mighty two Desert Razorbacks in action against Krayts thinks it is pretty cool to see (if not exactly practical).
3. Make sure all creatures currently listed in SWG Creatures actually have a chance to spawn somewhere at sometime.
4. Ranged pet stims and reduce stim reduced cooldowns (perhaps half). The current cooldowns make pet stims very difficult to use.
5. Different damage types for some pets...who wouldn't like an acid spitting durni?
6. Boosting CL of creatures you can control to 80, but keep max controllable at 3. The top tier tamable should still be the Bull Rancor.
7. Taunt ability. Perhaps tie in to the Enrage ability.
8. Pet armor...a long-term pipe dream, but it would look so cool.
9. I am ambivalent about changing to-hit numbers. Maybe boost attack speed a tiny bit. I think ranged stims and taunt can go a long way to better controlling encounters though.
Vaarus (MCH) and Moe (Master Cu Pa)
1. Heavily boosted pet storage capacity...Absolutely the most important to me considering the 100s of tamable creatures out there. I Would love to see it doubled at every level including 4 pets (still lvl 10 though) for Non-CH. Maybe even an extra boost for MCH.
2. Make many currently untamable critters tamable. I don't mean all the big combat type pets, but there are so many cool relatively minor critters out there I want. Everyone needs a Pharple! Seriously, how could a pet Pharple unbalance gameplay? Time to stretch the server's wings and add minor stuff like this to help us in creating our own content and some fun immersion. I try to do my part. Many who have seen me riding Moe everywhere or seen the mighty two Desert Razorbacks in action against Krayts thinks it is pretty cool to see (if not exactly practical).
3. Make sure all creatures currently listed in SWG Creatures actually have a chance to spawn somewhere at sometime.
4. Ranged pet stims and reduce stim reduced cooldowns (perhaps half). The current cooldowns make pet stims very difficult to use.
5. Different damage types for some pets...who wouldn't like an acid spitting durni?
6. Boosting CL of creatures you can control to 80, but keep max controllable at 3. The top tier tamable should still be the Bull Rancor.
7. Taunt ability. Perhaps tie in to the Enrage ability.
8. Pet armor...a long-term pipe dream, but it would look so cool.
9. I am ambivalent about changing to-hit numbers. Maybe boost attack speed a tiny bit. I think ranged stims and taunt can go a long way to better controlling encounters though.
Vaarus (MCH) and Moe (Master Cu Pa)
Vaarus
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Veriscythe
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Will be posting this in the suggestions sometime tomorrow if anybody has any last minute adds.
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Chrakov
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Another suggestion I recently thought of, (note that I wouldn't prioritize this over any of the other suggestions in the thread, but it would be a nice change in the future).
Buff the movement speed of mounts to either match swoop bikes, or be somewhere in between swoop and speederbikes, when the mount is galloping; they would move faster than swoops. This may sound crazy at first; however, when you ride a mount and get agroed by an aggressive npc/creature your mount slows down for combat (unless it is galloping which has a cooldown and only lasts for a set amount of time.) Therefore, if you want to take advantage of the mount's faster speed you have to pay attention to where you're going and actively avoid aggressive enemies while traveling to get the full benefit from it, where as with swoops, you can just press number lock and then go alt tab, or get up and use the restroom without worrying about your movement speed decreasing. This would also give more variety in methods of travel instead of just seeing swoop bikes and flash speeders all over the place.
Because of this, I could see the market for vehicles being unaffected, while also adding a new market/demand for non-ch mounts and creature handlers to train said mounts.
Buff the movement speed of mounts to either match swoop bikes, or be somewhere in between swoop and speederbikes, when the mount is galloping; they would move faster than swoops. This may sound crazy at first; however, when you ride a mount and get agroed by an aggressive npc/creature your mount slows down for combat (unless it is galloping which has a cooldown and only lasts for a set amount of time.) Therefore, if you want to take advantage of the mount's faster speed you have to pay attention to where you're going and actively avoid aggressive enemies while traveling to get the full benefit from it, where as with swoops, you can just press number lock and then go alt tab, or get up and use the restroom without worrying about your movement speed decreasing. This would also give more variety in methods of travel instead of just seeing swoop bikes and flash speeders all over the place.
Because of this, I could see the market for vehicles being unaffected, while also adding a new market/demand for non-ch mounts and creature handlers to train said mounts.
Chrakov - Master Creature Handler/Swordsman
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Peleliu
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The issue of mounts slowing down for combat is irritating, but I don't want to see them buffed for speed. I ride my mounts everywhere specifically because I want to take my time gong from point A to point B. Seeing them move anything close to the speed of a vehicle would kill any sort of immersion I try to imagine this game has.
Vaarus
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Veriscythe
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For immersion purposes shouldn't mounts slow down at agro since they are living things they would naturally get startled/surprised by predators attacking them? I wouldn't mind seeing a little bit of a speed buff on pets though
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lassic
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An overall speed buff would be nice. Spats are fast as hell and can keep up with a bike for a while. They should be able to go comparably fast when as a mount.
Artis-MRanger/MSwordsman
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Achilles
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I'd like to see the creatures un-nerfed.
I remember pets being very useful early on, PVE and PVP...until the dev's nerfed pets ready for the CU. The whole dynamic of the game was changed and unbalanced when creatures became so weak, and CH with them. Well if this is truly going to be Pre-CU environment, wouldn't it be worth considering?
I remember pets being very useful early on, PVE and PVP...until the dev's nerfed pets ready for the CU. The whole dynamic of the game was changed and unbalanced when creatures became so weak, and CH with them. Well if this is truly going to be Pre-CU environment, wouldn't it be worth considering?
