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murshawursha
05.25.2012 , 04:26 PM | #5
What was the logic behind choosing which crew skills get to craft augment kits? In 1.2 and before, if a player wanted, for example, an augmented lightsaber, s/he HAD to buy it from an Artifice. Post-1.3, if a player wants an augmented lightsaber, s/he chooses a lightsaber s/he already owns (probably acquired through raiding or questing), and... buys an augment kit from an Armstech, Armormech, or Synthweaver, effectively cutting the Artificer completely out of the market for augmented lightsabers. Why was it done this way, rather than simply allowing Artificers to make augment kits that could only be applied to lightsabers/relics, Synthweavers to make augment kits that can only be used on force armor, Cybertech on earpieces, etc?