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Companion Crew Skill Bonuses Still In Game

STAR WARS: The Old Republic > English > Crew Skills
Companion Crew Skill Bonuses Still In Game

TRONEON's Avatar


TRONEON
12.13.2011 , 09:41 AM | #1
Ok so on this live stream of somone playing http://www.twitch.tv/innverse

I asked them to see if there companion still has crew skill bonuses and they did....

I thought they said they were removing them from game?

It makes it really annoying to choose what crew skills to have with what companion and is an extremely messy system. I can't find a match either for what I want to choose so this really screws me up....

DeeDawg's Avatar


DeeDawg
12.13.2011 , 10:17 AM | #2
Damn you Bioware, this has got to go!!

If I go Sith Inq, you're nearly forcing me to go Artifice, as Inq's top crew crit is Artifice Crit +5.

RAVIAH's Avatar


RAVIAH
12.13.2011 , 10:24 AM | #3
bonuses are just bonuses and shouldn't really affect which professions you choose imo.

ialsoagree's Avatar


ialsoagree
12.13.2011 , 10:25 AM | #4
Quote: Originally Posted by DeeDawg View Post
Damn you Bioware, this has got to go!!

If I go Sith Inq, you're nearly forcing me to go Artifice, as Inq's top crew crit is Artifice Crit +5.
I don't see how...

I mean, if you wanted to go Biochem, what difference does it make the bonus on Artifice? Sure, if you're min/maxing, you're losing out on the +15 bonus. But on the other hand, Sith Inq only gets +2 to UT and +5 to arch, so you're really nerfing yourself when it comes to mats.

Alternatively, if you took the hit of having a +0 in Biochem, you have the benefit of getting a whopping +10 in both your gathering skills. -15 in your craft skill to get +13 in your gathering skills isn't really all that bad.
Having trouble signing up for game testing? Check this thread out for possible solutions:
http://swtor.com/community/showthread.php?t=75371
If that doesn't help, post your problem here:
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Kaptain_Kaos's Avatar


Kaptain_Kaos
12.13.2011 , 10:29 AM | #5
Quote: Originally Posted by DeeDawg View Post
If I go Sith Inq, you're nearly forcing me to go Artifice, as Inq's top crew crit is Artifice Crit +5.
Source? From every companion list I've seen, there is no Artifice Crit bonus on any of the standard companions, in either faction. Best crit on the Inquisitor is +5 to Archaeology crit, by Talos Drellik. As a matter of fact, the Inquisitor does not get a companion with a crit bonus in any crafting skill at all. All crit bonuses for that class are in gathering and mission skills.

http://www.swtor-spy.com/companions/ is one of the better full lists out there.

http://sithwarrior.com/forums/Thread...lls-Compendium has a nice tabulated section of crew skill bonuses that is easy to see at a glance what each class' best crew skills are.

From previous MMO experience, I would lean toward saying that any crit bonus is likely better than any efficiency bonus by several orders of magnitude.

TRONEON's Avatar


TRONEON
12.13.2011 , 10:34 AM | #6
I just wish they would get rid of the companion screw skill bonuses like they said they would do, or make them universal so you can choose any profession or class mixture with any companion.....

At the moment the system is far too messy and makes it alot harder to choose what to play and what to have.

Also remember some of your 4th or 5th companions you won't get until you have a much higher level or further into the game.

So please bioware get rid of them like you said you would or make the bonuses universal for all companions to have the same bonuses.

Zakumene's Avatar


Zakumene
12.13.2011 , 10:38 AM | #7
Quote: Originally Posted by TRONEON View Post
Also remember some of your 4th or 5th companions you won't get until you have a much higher level or further into the game.
Which is why this current system won't matter in any shape or form in a week or two from now.

Gillityr's Avatar


Gillityr
12.13.2011 , 10:53 AM | #8
How strange that one would change crafting skill just for a tiny bonus. Sounds like min/maxing may be an addiction for some that can cause tumors or something.

I would prefer they leave them in game, as it adds a nice little bonus at times, and a bit of flavor to the companions.

I really wish people would stop demanding that we water down every mmo so everything is the same as everything else. I like the difference, even when I somehow have "less" than a min-maxed micro-managed approach.

Ethric's Avatar


Ethric
12.13.2011 , 11:02 AM | #9
There is hardly any difference between classes as it is (comparatively speaking), I sure hope they'll hang on to at least this little shred of variance.

Greymeir's Avatar


Greymeir
12.13.2011 , 11:37 AM | #10
Differences between classes are all well and good, but crafting skills is not really the ideal place to differentiate the classes.

Regardless, if they're going to have crew skill differences between classes then they should be fully transparent. As it is, a new player who doesn't spend extensive time hunting game sites is going to have no idea what crafts his class will be "better" at, especially given that he's only going to have his starter companion when he first picks crew skills.