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Crafting Profession Changes in patch 1.1.2


GeorgZoeller

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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.

Edited by TheTitan_KoS
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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!

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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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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.

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Some of the future content seems promising. However, most of the other crafting professions do not have enough unique max skill level items to craft that compare to PvP gear.

 

If the expertise stats from PVP gear would be on a mod/armor/enhancement slot and allow players to remove it and place it into crafted gear, there would be a reason to sell orange crafted gear at end game.

 

This.

 

Include pvp gear in the gear with fully unlocked mod slots and let us use the mods in other armour sets.

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I find this to be an entirely acceptable address of the current problems I (and apparently others in various quantities) perceive with crafting.

 

That it's being regarded as something that definitely needs some tweaking and polishing and editing all over the place is good. So sayeth me. I can now refrain from kicking the wall ranting about it.

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Is it possible to give us some idea on what Bioware plans to do with Synthweaving, Armormech and the other Crew Skills?

 

Reguardless of the changes you'll still probably see a lot of people doing the same thing they do now which is leveling Synthweaving and Armormech to max get their Rakata gear with augment slots and then drop for Biochem. I myself won't because I have spent a lot of time reverse engineering A LOT of stuff.

 

Another thing will there be changes to reverse engineering? THere has to be someway for me to influence the outcome or at least recieve half the mats I used to make it. Reverse engineering a purple to only recieve an Upari Crystal really kills my motivation to keep trying.

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Major changes are currently on schedule for the next major content patch, such as extractable basemods (armoring, barrel, etc.) from purple items

 

If this means I can actually wear the gear I desire to wear, AND be optimal, well then you have a game-long subscriber here. There is NO customization available right now. Once you hit 50, each class looks the same. I have sets of orange gear that I have collected, and kept, awaiting the day I would be able to remove the mods from my purple gear, so I don't look like everyone else...

Edited by Vecte
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Why does everyone have to always bring up PvP when he is clearly talking about End Game PvE. Whats wrong with you PvP obsessed people? Also if what you are talking about were to happen would that make every pvper automatically pick whatever craft was capable of doing that so that they wouldn't be forced to be slaved to the market? Only way that works is if mutiple crafting professions had access to this ability and if that is what you wanted to say you left it out of your post.

 

 

Because once you hit lvl 50 all there is is HM Flashpoints and PvP. Right now PvP and those HM's are the end game....

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If this means I can actually wear the gear I desire to wear, AND be optimal, well then you have a game-long subscriber here. There is NO customization available right now. Once you hit 50, each class looks the same. I have sets of orange gear that I have collected, and kept, awaiting the day I would be able to remove the mods from my purple gear, so I don't look like everyone else...

That is exactly what that means, yes.

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Just dont change pvp gear, introduce a blue pvp gear for the new lvl 50's i agree with it inferior to Centurion gear, but pve gear needs to be crap in pvp, because if you think of nerfing pvp gear then nerf pve gear also, since pvp gear needs to be way superior in pvp as it obvious.
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Sentinels don't have belts, do you understand that an entire Advanced class in this game does not have something as simple as an orange BELT?

 

Do SOMETHING to make artifice and every other profession that isn't BIOCHEM better. I saw the posts about biochem changes, great. so you have one crafting profession out of how many? that people can actually make a living off of by selling consumables.

 

And seriously WHY must crafters RAID in order to craft items. Stop forcing play styles on people. Some of the BEST crafters in SW:G rarely engaged in combat once reaching max level. They PREFERRED TO CRAFT!

 

How long are all but Biochem going to be overlooked? You guys seem to be doing a LOT with Biochem, which was the only worthwhile profession in the first place, and nothing with all of the other useless professions.

Edited by CriticalMasses
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the difference in gear is to high ? I have never seen a game where gear mattered less in my life. Most healers and dps classes are already just as good in end game pve gear. If you nerf pvp gear even slightly it will make pve gear better for pvp period. Can Bioware please hire someone that has actually played an mmo before and knows how they work ? Because clearly you guys have no idea what you are doing.
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the difference in gear is to high ? I have never seen a game where gear mattered less in my life. Most healers and dps classes are already just as good in end game pve gear. If you nerf pvp gear even slightly it will make pve gear better for pvp period. Can Bioware please hire someone that has actually played an mmo before and knows how they work ? Because clearly you guys have no idea what you are doing.

 

PvP gear uses expertise, the stat on level 50 starter gear, compared to champion/battlemaster gear is currently too high and has a unfair advantage they want to address that so that skill plays more of a role, then a person who exploited their way to 60 valor, which is why everyone is really complaining, most of these dumb kids who exploited and greifing the **** out of the norm.... Hence an unbalance.... they will remove the expertise a bit and bring it more in line

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Really good stuff here by George.

 

As i posted on the PvP forum:

 

If this is true they better make damd sure the best gear that is now PvP gear is equal to the best PvE gear.That would be awesome something everyone who now has PvP gear can live with.I8 have no problem with the best gear from raids and the best gear from PvP is just as good.

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My personal opinion is you will never fix the underlying problem whilst Biochem is the only profession to craft consumables. Whilst this is the case Biochem will either be overpowered or useless depending on how heavily nerfed it is.

 

I believe a better solution than continuing to reduce the effectiveness of Biochem would be to give the other crafts some form of consumables they can create.

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As stated, we are working on making all crafting professions fully endgame viable. We'll talk more about specifics, like Armstech or Synthweaving when we have specifics to announce.

 

The reason BioChem is called out specifically in this note is because this patch changes how it works and we want players to understand why that is the case.

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