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[Update!]Silithid Support: A Simple Solution for Sandreavers

Posted: Sun Jun 17, 2012 1:16 pm
by Equeon
With new pet families coming out soon and others becoming tameable, there isn't a better time to make a thread like this.
Please, make sandreavers tameable! Although there are so many other creatures that could become tameable, not to mention could be created in the first place (like frogs or sloths) sandreavers are a simple addition to the silithid family.

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Li'l Sarinexx says "Tameable pweez! :cry: "
There are only three sandreaver NPCs in the game, and these are Sarinexx, Kurinnaxx, and Fankriss the Unyielding. Sarinexx is a boss for a group arena quest, and the other two are raid bosses. This clearly shows that the entire sandreaver family, small as it may be, is utterly badass. And honestly, if we can tame silkworms, there is no excuse for being unable to tame their spikier desert-dwelling centipede cousins.

Although there are only three sandreaver NPCs in the game, there are six different skins.
Three of the skins, the ones used in game, have an interesting pattern along their back, and there are three others that are plain, and lack this pattern.

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Orange Patterned Skin
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Orange Plain
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Blue Patterned
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Blue Plain
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Yellow Patterned
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Yellow Plain

There's also a pink version that has no patterned variation.
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Here are a few of the skins that Wain, the creative creature-colorer, has made:

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A bright green/dark red combo, I could see these living in the hives in Un'Goro.
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A striking white/black combo.
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A deep blue skin, this would be cool for an underwater species.
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Another sandy-type.
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And finally, a bright poisonous-looking red.

See the rest of his recolors here: Click!

So, you may ask, why is it so easy to make these tameable, as opposed to Hydras or Wyverns? Why, by adding them into the Silithid family, of course! By simply flipping the "tameable" switch and sticking them in the Silithid family, no new efforts to balance, add abilities, and specials are needed. If, for whatever reason, they are not put into the Silithid family, one of their special abilities could be

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Sand Strike [Exotic Ability] - The sandreaver spits up sand in the enemy's eyes, blinding them for 4 sec, preventing healing for 3 sec, and slowing movement speed by 50% for 5 seconds.

Perhaps they could keep this ability even in the silithid family, although it would be a first to have separate types of abilities within the same family...

Just dreaming here: A rare or two could be added in Tanaris with the unused skins. Maybe they'd be "challenge tames", no matter the level: they could burrow underground frequently, which would interrupt taming, be immune to ice traps, and have to be rooted with the help of a friend.

So, please support the cause of tameable sandreavers! I'll make a similar topic on the Battle.net forums (the others were a year or so old, and definitely not close to MoP's release.)

Edit: I found out that when beast lored, the sandreavers have a diet. These were apparently added at the same time the Silithid Colossi (Boss Silithid) got theirs! Perhaps for some minor reason, the reavers never quite made it into the 4.0.1 update of those old raid bosses being tameable.
This is another good possibility for Mists of Pandaria- Blizzard fixing a "bug" :P that they never got around to in Cataclysm.

Support the thread on the Battle.net forums here: http://us.battle.net/wow/en/forum/topic/5837194950#1

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 1:23 pm
by Vephriel
They really are fantastic models! The purple is my personal favourite, I'd jump at the chance to tame Sarinexx.

I'd love to see them become tameable, and I'm really fond of the idea that the Silithid family is a diverse group with many different castes. The more variety the better!

/supports

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 1:40 pm
by GormanGhaste
I'd love to see Sand Reavers added to the Silithid family. I like low profile pets, and Kurinnaxx is one attractive bug, though I'm intrigued by the plain orange skin as well.

Post a link to the Blizz forum thread, and I'll chime in there too.

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 1:57 pm
by Kalliope
These would definitely be cool to see scuttling around major cities. :)

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 2:01 pm
by Kyria
If the other types of silithid can fit into the same family, why not this one, too? They've got my vote. :) I'm not sure I'd keep one, myself, but I'd definitely try one, and even if it didn't work out, I'd be glad to have the option.

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 2:23 pm
by Sasrei
I love the purple one, its by far my fave and would love to have one of these.

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 2:31 pm
by Vephriel
Also, since they use the crocolisk skeleton, they have this adorable wiggle swim! :D <3

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Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 4:29 pm
by Torachi
I'd tame one in a heartbeat!

Well... once I decided on which one I liked the best, anyways. >.>

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 6:02 pm
by Crotalus Horridus
Equeon wrote:
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Sand Strike [Exotic Ability] - The sandreaver spits up sand in the enemy's eyes, blinding them for 4 sec and slowing movement speed by 50% for 5 seconds.
I see that as more of a normal ability, as opposed to exotic, which are usually flashy or special. (Unless you're a Devilsaur).

I had this in mind:
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Spirits of Ahn'Qiraj [Exotic Ability] - Your Sand Reaver sacrifices itself to bring back one of the bosses from The Temple of Ahn'Qiraj with it's own unique ability. This will last for 1 minute and once they die, your pet is revived with half health. Here are the unique abilities of the bosses summoned:
The Prophet Skeram takes control of an enemy player/NPC nearby to fight for it.
Vem has a knockback, and will sling the NPC/Player in the air.
Princess Yauj heals you, but spends up her health with every heal.
Lord Kri is very weak, with very low health. Whenever he is hit, he leaves a poisonous clouds that slow anyone in them. Once he is killed, the clouds explode and anyone in them is thrown into the air.
Battleguard Sartura has a bladestorm, if an attackable target is in close range of her, then it will get caught on one of her blade-hands and spinned around. Once she is done spinning and dies, the target is thrown in a random direction.
Fankriss the Unyielding will summon Spawn of Fankriss to fight for you, so Worms, Silithid Ants, and Scorpids. You cannot use Stampede while this is active.
Viscudus will deal nature damage. When he starts to lose health, he starts to spew acid into the air, giving a volley affect, and anything under it will take increased nature damage. When it hits anything below it, he charges toward said thing and beats it down.
Princess Huhuran will have a Fan of Knives AoE spell, that stuns any targets that it hits for 10 seconds.
Emperor Vek'nilash will sweep anything attackable in front of him for 10 seconds. When he's done, he slashes the ground and a giant crack opens up, were he will swap with Emperor Vek'lor.
Emperor Vek'lor will whip up a blizzard, freezing targets that aren't moving, and blowing away targets that are moving.
Ouro will pop up and take a target into the ground, were he will try to suffocate them. Once they are at half health or lower, he pops back up and takes another target.
C'thun will do multiple things. He will have his arms, his eyes, and his body. His arms will toss targets around, his eyes will mind control targets and force them to fight players of the same faction/attackable NPCs. And finally, his body will eat things. NPCs will face instant death, but players will have to climb out.

The ability is like Rhino's Rhino Toss and the Core Hound's Ancient Hysteria, you have to select it to activate it.

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 6:34 pm
by Equeon
While those are great, I stressed the "simple solution" part of the title, not to create an ultra-pet which can turn into other ultra-pets with complicated abilities.
If this was a brainstorm thread it would be nice, but... I tried to make the ability realistic- and even that is only if they're not lumped into the silithid family. I added a brand-new "prevents healing for 3 seconds" part to the ability, which would obviously raise the cooldown on the ability, but still make it special.

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 7:31 pm
by Tilo
the orange plain looks like... a potato bug!

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'cringes!'

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 7:43 pm
by GormanGhaste
d'aww!

*hugs potato bug*

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 8:55 pm
by Equeon
Tilo wrote:the orange plain looks like... a potato bug!
'cringes!'
It does, a little bit...
But that's pretty funny!

Re: Silithid Support: A Simple Solution

Posted: Sun Jun 17, 2012 9:33 pm
by Wain
For some reason I always thought of the unmarked colours as unfinished versions of the marked ones. But you're probably right. In which case I should add them to my list. :) And there's also a salmon pink unmarked one (which doesn't have a marked counterpart):

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I know sand reavers have been considered in the past, so it's not that they've been forgotten about. Their diet was added around the same time that a number of untameable creatures gained diets, like realistic model snakes. More for theme than anything. But hopefully they will make it in at some point.

If they were given their own family, at least there's seven colours to begin with, so it wouldn't have to be tiny. The unmarked ones could be used for more generic NPCs and the marked ones could remain for named / boss ones.

For a family power I had suggested an NPC teleport similar to a DK's Death Grip, which is a power no pet (or any other class?) has yet. The reason I suggest this is that two out of the three sand reavers in the game will teleport you back to them if you get out of range and it's something a bit novel, albeit very situational.

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 2:33 am
by Akyo
Its just as easy to give us hydras. as they already have a family and skill ect :B just sayin.

But anyway. Im always happy for new models in existing families.

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 3:35 am
by Kikanu
I swear I saw one tamed. Might've been a dream since I was in Uldum, but whatever. I want one. I've wanted it for aged. I'll replace Lord Kri in a heartbeat for that if it used the Silithid family. If it had its own unique family, here's my suggestion for the abilities;

Normal; Sand Storm - same as tallstrider ability
Exotic; Sand Trap - "Stuns the target in a pitfall for 3 seconds. Does not break from damage" Makes the enemy target turn into a pile of sand temporarily. Can't be gripped out of the trap either.

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 5:16 am
by Kayb
I've always liked these but I really hate how the legs don't animate very well. It's almost like they float off the ground while the body slithers along, it bothers me enough that I wouldn't tame one until that was addressed.

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 7:05 am
by Acherontia
I quite like these guys and was always wondering why they were never made tameable. I'm guessing an animation bug of some kind.

I'd love to see them in the Silithid family myself, because while I love the Silithid abilities, I don't really like any of the skins. The very "jumpy" Silithids are okay I guess, but the colors themselves just seem old and faded, even my favorite bright blue.

The sand reavers would be a nice addition, and I think Sarinexx is just gorgeous, myself.

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 8:04 am
by Meggers
I always thought these would be more likely pets than the bug trio. XD was surprised they didn't make it already. (then again, same can be said for hydras...)

Re: Silithid Support: A Simple Solution

Posted: Mon Jun 18, 2012 8:55 am
by Equeon
Wain wrote:For some reason I always thought of the unmarked colours as unfinished versions of the marked ones. But you're probably right. In which case I should add them to my list. :) And there's also a salmon pink unmarked one (which doesn't have a marked counterpart):

I know sand reavers have been considered in the past, so it's not that they've been forgotten about. Their diet was added around the same time that a number of untameable creatures gained diets, like realistic model snakes. More for theme than anything. But hopefully they will make it in at some point.

If they were given their own family, at least there's seven colours to begin with, so it wouldn't have to be tiny. The unmarked ones could be used for more generic NPCs and the marked ones could remain for named / boss ones.

For a family power I had suggested an NPC teleport similar to a DK's Death Grip, which is a power no pet (or any other class?) has yet. The reason I suggest this is that two out of the three sand reavers in the game will teleport you back to them if you get out of range and it's something a bit novel, albeit very situational.
That's a possibility... Perhaps they'd have a combination of that and the abilities listed below...
Kikanu wrote:I swear I saw one tamed. Might've been a dream since I was in Uldum, but whatever. I want one. I've wanted it for aged. I'll replace Lord Kri in a heartbeat for that if it used the Silithid family. If it had its own unique family, here's my suggestion for the abilities;

Normal; Sand Storm - same as tallstrider ability
Exotic; Sand Trap - "Stuns the target in a pitfall for 3 seconds. Does not break from damage" Makes the enemy target turn into a pile of sand temporarily. Can't be gripped out of the trap either.
Maybe if the Sand Trap prevented healing for its duration as well, it would work as my Sand Strike, but flashier. Good idea!
Kayb wrote:I've always liked these but I really hate how the legs don't animate very well. It's almost like they float off the ground while the body slithers along, it bothers me enough that I wouldn't tame one until that was addressed.
It's because for some reason, they use the crocolisk skeleton. I think the only time it's really noticeable is during the animation "SpellCastOmni," where it briefly lifts all six legs off the ground 0.o However, that's for the raid boss animations when it's targeting multiple people, and I don't think you would see that as a tamed creature.