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Crafting Profession Changes in patch 1.1.2

STAR WARS: The Old Republic > English > Crew Skills
Crafting Profession Changes in patch 1.1.2
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Magnesium's Avatar


Magnesium
02.01.2012 , 07:52 PM | #21
Quote: Originally Posted by GeorgZoeller View Post

It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.
A bit torn about this because I do think it is a great idea, but at the same time you need to reward players who put in more effort to obtain better gear etc.

Should a brand new 50 be able to compete completely with a PvP player who has full BM gear? Not at all, but if you make it that PvP players have little or very basic upgrades against someone who is completely new 50 then you will be driving players away as well so tred VERY CAREFULLY with this.

I guess I'm more curious as a new player with only 126 armour and damage goes against a BM pvper player who under a new update has.... 130? Vs what we see now as a 126 vs 140? Don't get me wrong an update like that would help Rep players a lot, but the bigger issue still comes down to player numbers on a server in which NO GEAR changes can fix.

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hadoken's Avatar


hadoken
02.01.2012 , 07:53 PM | #22
Quote: Originally Posted by TheTitan_KoS View Post
And why is that bad ? you'll need to craft/buy armors,weapons, implants et c. There is something for every proffesion to craft that would encourage ppl to trade and craft.

Way better than the current afk whole day in war zones crap that we see.
No you won't. Just the orange stuff from armormechs and synthweavers. None of the stuff they've listed makes the other professions more useful endgame.

Cylestat's Avatar


Cylestat
02.01.2012 , 07:58 PM | #23
I'd love to hear what your planning on doing to help balance PVP, make Ilum playable, combat log, and dual speccing. Need these addressed.
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Deresdod's Avatar


Deresdod
02.01.2012 , 08:03 PM | #24
I really hope these changes your talking about are major buffs to all the other professions. Crafting is just so flat in this game atm and hope for the best.

Artifice is useless unless you just want a pink light saber and are willing to cough up enough credits. I dont even bother crafting anymore because anything that i can possibly make, can just be replaced by dailies.
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robutt's Avatar


robutt
02.01.2012 , 08:06 PM | #25
You seem terribly focused on nerfing Biochem, how about adding some orange armstech recipes instead, that is long overdue. And while you are at it, enable preview for weapons, not just clothing.

TheTitan_KoS's Avatar


TheTitan_KoS
02.01.2012 , 08:09 PM | #26
Quote: Originally Posted by hadoken View Post
No you won't. Just the orange stuff from armormechs and synthweavers. None of the stuff they've listed makes the other professions more useful endgame.
Well i can already do that even now as artifice crafter i can make augmented lightsabers that are boe. I assume its similar for the armstech guys (dont forget they'll unlock the base mods on all purple items most of the items armstech craft afaik) and i've seen BOE implants schematics drop in operations. I can also make augmented relics (ye bop rakata only atm but i expect to see lower grade boe relics schematics)

It just requires a lot of exotic materials thats why you dont see them for sale atm like the 3 alloys per saber + hoping to crit augment + then actually having enough of those sabers for yourself /friends to start selling them. It will take a while with the current restriction on selling those materials But it will happen and its good to see they are moving in that direction - improve quality of crafted items and allow players to trade easier and more frequently.

Sabster's Avatar


Sabster
02.01.2012 , 08:11 PM | #27
Quote: Originally Posted by robutt View Post
You seem terribly focused on nerfing Biochem, how about adding some orange armstech recipes instead, that is long overdue. And while you are at it, enable preview for weapons, not just clothing.
I endorse this statement 100%

Armstech is clearly the weakest of the tradeskills - with Armormech and Synthweaving not too far behind.

Everyone goes Cybertech or Biochem - don't nerf Biochem too much; just freaking make the others worth taking!

TyrantLeader's Avatar


TyrantLeader
02.01.2012 , 08:12 PM | #28
Quote: Originally Posted by GeorgZoeller View Post
Hi,


It is our intention to gradually, over multiple patches, reduce the impact of situational consumables on endgame combat resolution and shift the factors which determine the outcome of combat more towards personal skill. As part of this effort, specifically for PvP, we are also working on changes that will reduce the gear related power difference between new characters at level 50 and players in full PvP gear. We feel that at the current time, this difference is too high.

Regards
Georg
Can we stop listening to the whining and leave gear as is... people just want to be handed everything. If you want people to improve maybe give everyone a champ bag if they have a perfect game in alderaan (example). an incentive for improving rather then taking the socialist approach. Gear should mean something. People can get geared in 2-3 weeks easily if they put the time in, and then compete for BM gear through guild premades. 1-49 is fun but gear doesnt matter so PLEASE dont turn 50s bracket into the same.
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Ikasekt's Avatar


Ikasekt
02.01.2012 , 08:18 PM | #29
Thanks Georg, excellent post. Looking forward to these changes.
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TommyFette's Avatar


TommyFette
02.01.2012 , 08:21 PM | #30
First of all I like the game, but there are a few things that really need some work. The idea of gear being modifiable as much as it is, is very cool in design but in it's current implementation leaves some problems.

Different crew skills get access to mods, ehancements, barrels and the system works great to create yourself new and better optimized items all the way till you make the end game. This is where the system stops working as you get geared you can no longer make mods that are of the same level as the gear you currently have. This would seem that could be fixed by allowing us to somehow learn these higher level mods however that would then allow people to completely ignore the content and just purchase high level mods from other players aka ruining the game.

What I would propose is to give gear peaces a stat that would allow mods of up to a certain level to be placed into them, and then some how allow that stat to be transferred to a cosmetic item you wished to use to replace the item you have achieved. For instance i loot a Rakata glove, the gloves have level 58 mods in them, i can now purchase from crafters mods upto and including level 58 mods to replace the ones in my piece.

That's it and voila my crafting skills are now useful again, if you wanted you could even give a perk to allow crafters the ability to put there type mod in abit higher then the level of the item it's in however i think that would kinda lean people favoring artifice/armstech cause of the weapon mods. And IMO you should be a crafter because you like it not because it is required to be competitive in pvp/pve.