Re: Changes - August 23rd 2009
creap;1946728 said:
pets should not lose loyalty for not obeying a command, and at 100 taming and 100 lore you should have a 100% chance to control it. If I have to use 2 skills just to control the mare I should be able to spam all come without it going wild. This is the biggest part of this change that I hate.
Well its never been 100% success chance at gm lore and taming, or should I say never been on official anyway, I believe it was 95% chance, at this level.
for the ones that use mares/dragons for killing, be it PvM or PvP, with a minimum lore 50.1 or whatever, this is the sacrifice you make for having points in other skills, (your taming/lore is checked against the "animal/beasts" taming minimum required, and then a % is worked out from that if you succeed on the command or not, the more lore/taming you have, the higher the chance of success.
pretty much the entire system is based on this method, a gm smith cannot always guarantee for example to make an exceptional plate chest, even though he/she has gm blacksmithing, etc...
The tamer template should be "moved" further away in my opinion from the "main stream" that it now seems to have settled in, if you sacrifice 3 gm skills to be able to tame/control/heal beasts, then they should reap the rewards from this, however at the moment, anyone that puts 85-100 in taming and 50/51 in lore has the ability to do the same thing, (within reason).
Tamers were at one time "respected" for the power that they had control over, mare/dragon/ww, etc... and were great allies to have at your side when you went out PvM'ing, now they are just a "supplier" to whomever wants to pay 10k for a mare or dragon, which will now drop to like 5k because of these changes, making it worthless to do.
Personally I would "remove" the mares/dragons etc completely away from PvP, and put the lore upto a minimum of 100 taming 80 lore, and level the playing field abit on the PvP side of things, (leaving PvP'ers to pots, etc...) but thats just me...
I`ll refer back to my original post earlier in this thread, and say that there is a reason that these extra spells were not orginally put into the templates of these beasts, its because of the effects that are now being seen, each "beast" had its own range of attacks/spell casting abilities, and this allowed players to "kit out" to that template, fire/cold/physical/electrical/poison, depending on what you fought, now you have to kit out for all of the above, making every "beast" the same within reason, this of course will make PvM boring after awhile, as there is nothing different from each of them, apart from melee damage and hp's.
We can continue stating various things on this untill the cows come home, but I would personally like to see mark put up a poll on the areas that are being discussed and see what the general pop think, after which depending on the outcome of it, we could then have a poll on what "extra" spells should be placed in and what we shouldn`t, though the last bit of that really isnt easy to do, and would require script alteration to a fair/medium degree. but I say poll it and see what the general outcome is, its really the only "fair" way to do this now from the posts within this thread.