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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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ElitehunterDS's Avatar


ElitehunterDS
02.02.2012 , 12:03 AM | #91
Quote: Originally Posted by Kick_ View Post
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.
You missed that part: "extractable basemods"
Expertise are part of the hilt/barrel/armoring

Awesome change, now all im missing is what will legacy be! D:

Knyght's Avatar


Knyght
02.02.2012 , 12:04 AM | #92
Instead of lowering PvP Gear already in the game. Add PvP Mods that are craftable! Mods with Expertise so people can work the economy and buy some when they hit 50 and not be a punching bag.
Airic Knyght |:|:| Gunslinger
The Guardians
|:|:|Libertas Ara Amplus|:|:|
"Every Gun Has It's Own Tune...
...You're Just Dead Before You Can Hear Mine."

Karenai's Avatar


Karenai
02.02.2012 , 12:05 AM | #93
Quote:
On a more general note about crafting, our changes to make BioChem consumables freely tradeable are just a small first step as part of a larger scale effort to extend our crafting gameplay, for all professions, into the endgame.
Destroy Biochem so you you have to raid for something usefull?

Do you guys even have one guy who plays the game, but was not part of the development?
Someone who is free to tell you if an idea is plainly horrible? Do you listen to him or ignore him like the homeless guy on your way home?
"Bob is just crazy. Ignore him. He did not finish his Ilum Quest yet. His bloodsugar is low. No lunch untill the weekly is done, Bob!"

Edgedy's Avatar


Edgedy
02.02.2012 , 12:06 AM | #94
Quote: Originally Posted by Lunesca View Post
While I could rant about these changes both for and against, I'll try to keep it quick.

So you want to make biochem less of a 'mandatory' skill. That's a really good goal. Taking the biochem restrictions off of some of the craftables, that's a really good idea too. By doing that, you've already closed the gap between those with, and those without biochem. So why nerf their (and I stress the word) exclusives? Isn't that what sets them apart? I would love to have an augment slot on my relics, but I can't. That's exclusive to Artificers. Saying that "it saves you money over the long run, that's what makes it exclusive" is a pretty poor excuse considering how unbelievably easy it is to get credits.

Nerfing PVP gear? Are you crazy? Most pvpers use the 2piece PVE a long with their PVP gear as it is. Lets cut to the meat of this problem: There is a no-mans-land between fresh 50 and geared for heroics. The only thing to fill that gap is the dailies for barrels/hilts and armoring.
You need to make the high level normal mode FPs worth doing. The reason people are feeling such a big gap in PVP is because they're PVPing to GEAR for HARDMODES in many cases. Heck, it's what I did. I'm not a hardcore pvp'er, only Valor 38, I got most of the Champion pieces, some Centurian. I notice a difference between when I wear it and when I don't, and I should. It's made specifically for this task. I've been worked over by people wearing pve gear plenty of times. Is it because PVE gear is OP? Not so much, PVP gear underpowered? Not so much. Most times it was back playing on my part or better playing on theirs. The difference isn't that great, atleast not between ungeared/Centurion/Champion gear that you're completely screwed without it. Many have said already to just add another entry level set. (Also, huge agreement on the bag system being completely wack).

Taking out purple mods and such? I'm actually okay with that. Since they'll be bound anyways, you had to earn it originally. But...lets not forget enhancements that don't have Primary Stats on them. I can see that easily being abused.

I think I know one good fix for crafting usefulness. The dailies give you the best mods outside of Ops. Who needs an Arms/Cyber to craft you one with your over inflated mats when you can just do some dailies? You shouldn't have made the daily rewards quit as good as the crafted ones in my opinion. But with all these incoming changes, and I haven't completely thought this next comment through, but oranges might be a bit too good when it's all said and done. The only saving grace of tiered gear that I can see is the set bonuses (which are a strong point in using them over tiered gear.)
My Artifice gear is BOE, even my custom light sabers... bind on equip. We get 1 'special' relic, but guess what, it's replaced by a drop in Karagga's. You get unlimited use on the majority of your materials, reusable are still reuseable and biochem only.

Exotech was effected (Which I add, is a drop found in raid that when you 'try' to learn it doesn't even add it to your book.) So I'm not exactly sure why you're complaining.

Rephlexie's Avatar


Rephlexie
02.02.2012 , 12:08 AM | #95
Please I beg of you add some Artifice schematics for us 50s to play with. Even just 23 rating ones. Give us some purpose in gearing out our guilds a bit.
Rephlexie - Jedi Shadow
TORPIC - "The SWTOR UI Gallery" - Founder

trotsky_tor's Avatar


trotsky_tor
02.02.2012 , 12:12 AM | #96
If you're making it possible for Custom armor to crit, are you going to add in more Custom weapons? Right now it's a *lot* easier to make Custom armor than it is to make Custom weapons. Which, I assumed, is why the weapons were able to crit.

Lunesca's Avatar


Lunesca
02.02.2012 , 12:19 AM | #97
I'm not even going to try and say that Artifice isn't awful. Didn't know the orange weapons were BoE though. So that's one less thing for you to complain about if anything. I don't see how you think unlimited use from materials means anything. There's not a finite amount of materials for any craft. That's the sort of thing that makes these skills a target. Instead of saying 'why is my skill difficult with little rewards?" you say "Well look at those guys over there! They got it easy!" It's true, Biochem is an insanely simple skill with great benefits. But that's not the point. The point is they want it to not be part of the Ready To Raid Checklist.

Vaccaboia's Avatar


Vaccaboia
02.02.2012 , 12:22 AM | #98
The day you'll fix it, the day i'll come back in play

Sokushi's Avatar


Sokushi
02.02.2012 , 12:30 AM | #99
Quote: Originally Posted by Knyght View Post
Instead of lowering PvP Gear already in the game. Add PvP Mods that are craftable! Mods with Expertise so people can work the economy and buy some when they hit 50 and not be a punching bag.
I like this,but it would be easier to just add back the blue 50 pvp gear which i had a full set of before i even hit 40,or better yet they could add back ALL OF THE PVP GEAR FROM 8 UP THAT WAS IN THE BETA.That way the hardcore ppl don't have to have all the hard work they did thrown away cause the Casual players get owned by ppl who know how to play.

Hell on my 11 Op i was able to out medal and out damage 40's because i knew how to stay alive longer,and play better to put out more constant damage,so Gear isn't the problem in pvp Causal players sucking, and thinking it's cause of gear is the problem,or BW sucking at PVP and blaming it on gear is the problem.

Jedi_Magnius's Avatar


Jedi_Magnius
02.02.2012 , 12:34 AM | #100
Quote: Originally Posted by Danakar View Post
Just give a crafting skill the schematic to make something like an Augmentation Device consumable which can be used by other players to put Augment slots onto their gear and we're in business. Heck, you could even throw in a Reusable Augmentation Device schematic.

Instant relevance of augments across the galaxy and people can finally get augment slots on the ton of existing non-augment slotted (custom/prototype/artifact) gear that's randomly dropped by mobs as well and could never get an augment slot otherwise. Simple and effective.

I for one would definitely seek out a player who can craft such items for me, so my coveted Jedi Battlelord gear can also be enhanced with augments.
This This and more This. This would help to ensure that crit-crafted gear was not BiS compared to raid gear drops. It would also create more markets for each profession, etc.