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Move Armorings to Armortech and Synthweaving and Grenades to Armstech?


TheSupaCoopa

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I agree with Dracmoon.

 

I say leave it as it is. There is no reason people can't choose Cybertech and craft their way to greatness, if they think that's the way to go. In fact there is no reason people couldn't have one of each profession and be self contained.

Edited by Lunafox
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The predicted outcry:

Though I won't say it's a bad idea, I'm not too sure whether it is or not, it's a little too late. What happens if right now Armourings get moved? Will I get the schematics in some way so I can transfer them to my Armourmech or can I start reverse engineering all over again?

 

I do think adding grenades to Armtech might be a smart idea, but that still leaves Armormech and Synthweaving behind.

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The predicted outcry:

Though I won't say it's a bad idea, I'm not too sure whether it is or not, it's a little too late. What happens if right now Armourings get moved? Will I get the schematics in some way so I can transfer them to my Armourmech or can I start reverse engineering all over again?

It would be even worse for those players who don't have an armormech or synthweaver. To keep their schematics, they'd have to train two new crew skills all the way to 450 or forfeit the efforts they've spent in acquiring armoring schematics.

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Why is Cybertech an "I win" button? There isn't anything in Cybertech that gives an undue advantage over other crafting professions (except for Synthweaving, which is at a disadvantage to all crafting skills).

 

Grenades are available to anyone who wants them (though not the "permanent" ones) crafted for them, armorings and mods aren't game-breaking and droid parts...well, who buys them any more once they hit end game?

 

The best Starship parts are mostly Cartel Market, leaving a small market of lower level ship parts that don't sell very well.

 

About the only advantage Cybertech has over other professions is the ability to make parts for REing for augmentation kit parts that only take two metal, compound and craftng mat...money making, but not game breaking.

 

I'm not seeing the purpose of moving anything from Cybertech aside from weakening it an giving more advantage to other crafting skills.

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I have all skills at 450 and this is stupid idea ever.

Now we have 2 almost dead skills - let kill third to do some transplantation...

If you want better future for ARM/SW:

- Remove all metals from SW

- Return all removed items as adaptive empty level 10 shells recipes with no class restrictions.

- Make all class and companion starting gear adaptive empty shells recipes with no class restrictions.

- Add all reputation armor as recipes - adaptive again, no class or reputation requirements for crafted item (rep needed to buy recipe).

- Make any drop item (weapons/offhands too in related skills) RE able for empty shell as above purple result.

All above BoE with no end game materials requirements.

Edited by morfius
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I have all skills at 450 and this is stupid idea ever.

Now we have 2 almost dead skills - let kill third to do some transplantation...

If you want better future for ARM/SW:

- Remove all metals from SW

- Return all removed items as adaptive empty level 10 shells recipes with no class restrictions.

- Make all class and companion starting gear adaptive empty shells recipes with no class restrictions.

- Add all reputation armor as recipes - adaptive again, no class or reputation requirements for crafted item (rep needed to buy recipe).

- Make any drop item (weapons/offhands too in related skills) RE able for empty shell as above purple result.

All above BoE with no end game materials requirements.

 

Oooooh, I like that. It sounds like a whole lot of fun stuff to make.

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I'm going to have to go with no on this one.

 

It is not an i win button, it only crafts part of the items.

Armor - Cyber

Mods - Cyber

Enhancements - Artifice

Crystals - Artifice

Hilt's - Artifice

Barrels - Armstech

Augments - Synthweaving/Armormech

 

I know i am looking at this from a simplistic view of item modification here. I have planned out my professions in the order of what i want to get in the list. After putting all the work into cyber and artifice to be able to craft most mods for items, it would annoy me greatly to have to do two other professions just to get back what i lost in my first profession.

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  • 3 months later...

Changing Cybertech is not an option. The Crewskill is at it is now. What could be done to help other Crewskill would be adding some spec specific bonuses.

 

Each specialisation should come with some specific addon. Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others. Why not give them some crystals and/or enhancements that are BoP and require specific Crewskill level, but are better from others?

 

Same for Synthweavers, Armormechs or Armstech. They all need some sort of bonus for taking time to level the skill. In Warcraft it's very important which proffesion you pick.The gathering ones increase base stats mostly and crafting give some specific item traits. Like unique enchantments, additional gem slots or things. It will be hard to implement, but it's doable. Armormechs could get some Armor Rating enhancments like Leatherworkers from WoW do. Synthweavers could get additional Crystal slot for items which usually don't have one.

 

These are just random ideas and might sound stupid, but it's the overall direction I think the crew skills should evolve into. Changing Cybertech will not help, but buffing the rest would be a good idea.

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Changing Cybertech is not an option. The Crewskill is at it is now. What could be done to help other Crewskill would be adding some spec specific bonuses.

 

Each specialisation should come with some specific addon. Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others. Why not give them some crystals and/or enhancements that are BoP and require specific Crewskill level, but are better from others?

 

Same for Synthweavers, Armormechs or Armstech. They all need some sort of bonus for taking time to level the skill. In Warcraft it's very important which proffesion you pick.The gathering ones increase base stats mostly and crafting give some specific item traits. Like unique enchantments, additional gem slots or things. It will be hard to implement, but it's doable. Armormechs could get some Armor Rating enhancments like Leatherworkers from WoW do. Synthweavers could get additional Crystal slot for items which usually don't have one.

 

These are just random ideas and might sound stupid, but it's the overall direction I think the crew skills should evolve into. Changing Cybertech will not help, but buffing the rest would be a good idea.

 

The WoW evolution of profession perks is an indication that it should NOT be emulated.

 

- In TBC, each crafting profession had BiS equipment for specific classes. min/max players would swap professions with each new tier of gear.

- In WotLK, each profession got a separate perk, but it became quickly apparent that the best one to have was Jewelcrafting and again the min/max crowd flocked to that profession

- In Cata, all the profession perks were made the same (within a point or two) stat bonuses; different methods of attained the perk but the effects were the same. Jewelcrafting had a slight edge but insignificant except to the most dedicated min/max players.

- In MoP, I wouldn't know because I quit about a year before its release

 

The point is that all the profession perk system did was elevate primary stats across the board. And all the did was permit the developers to balance content with those elevated stats in mind. Net result...zero actual effect.

 

SWTOR toyed with crafting skill perks with having BoP crafted Rakata gear (the BiS at the time). The good news about it was that those perks only sped up when a character could get the gear (crafting it instead of running operations for the tokens). More good news, IMO, was that BioWare realized the consequences of maintaining that perk and abandoned it. Rakata grade gear is still trainable but it is not worth the investment because planetary comm item modifications and classic comms gear are better and easily obtainable.

 

Biochem still has reusable consumables but they are lower powered than their consumed cousins

Cybertech still has reusable grenades but the long CD makes them not worth as much

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I just meant that right now, any crew skill is not that tempting, as you can easily play the game without them. I played WoW in it's MoP days and there is a preferable set of proffesions for each class. I didn't get the feeling that there is one "winning" proffesion, which all high end players go for.

 

As for SWTOR crew skills, the only way to make them worth developing is adding some unique features.

 

For Synthweavers/Armormech it could be adding some unique looking orange sets, or good high end gear. It could also be done, by adding some kind of consumable armor rating buff for specific pieces of gear.

 

For Armstech/Artifice it could be done by adding some unique looking oranges or good high end items. I don't see a reason why Artifice could not create some "force" traps or devices, while Arms tech could craft some scopes, laser markers for ranged weapons.

 

What I had in mind in my earlier post, is that crew skills should offer something unique, to be profitable. If a bounty Hunter can add +5-10 dmg to his blaster with a purchasable/creatable scope/laser marker, he will most propably do it. Same goes for Jedis/Siths who will look for those Armor buffs I mentioned.

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....

 

Right now it's pointless to level an Artificer, because oyu can get nearly same mods from commendations and quests. The end game schematics are not that much better from others.

 

...

I just had to comment on this. Every single enhancement at end-game that can be obtained with comms is endurance heavy.

 

For example, the craftable grade 31 enhancement:

http://swtor.askmrrobot.com/gear/46278/advanced-initiative-enhancement-31

has 79+52 points of non-endurance stat budget (131 points)

 

But Oricon gear gotten with comms has this grade 34 version:

http://swtor.askmrrobot.com/gear/51456/advanced-proficient-enhancement-34

with 94+39 points of non-endurance stat budget (133 points)

 

An artifice that unlocks the low-endurance versions of grade 31 enhancements can make gear that competes with Oricon.

 

That's FAR from pointless.

Edited by Khevar
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As for SWTOR crew skills, the only way to make them worth developing is adding some unique features.

 

You make it sound like no one in their right mind would develop crew skills without perks. If the GTN (on the Harbinger) is any indication, there are a lot of insane players out there.

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I just had to comment on this. Every single enhancement at end-game that can be obtained with comms is endurance heavy.

 

For example, the craftable grade 31 enhancement:

http://swtor.askmrrobot.com/gear/46278/advanced-initiative-enhancement-31

has 79+52 points of non-endurance stat budget (131 points)

 

But Oricon gear gotten with comms has this grade 34 version:

http://swtor.askmrrobot.com/gear/51456/advanced-proficient-enhancement-34

with 94+39 points of non-endurance stat budget (133 points)

 

An artifice that unlocks the low-endurance versions of grade 31 enhancements can make gear that competes with Oricon.

 

That's FAR from pointless.

But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable. It's all just my wild speculation, but if other players would want to get those high end modifications they would be forced to buy from artificers/cybertech/armstech...

 

right now I am leveling a Guardian with Cybertech and I am forced to buy Armorings with Commendations because I can't craft those that would suit me. It's hillarious.

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But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable

 

All professions are already quite profitable, absolutely nothing *needs* to be changed. The top "easy to learn" schematics are 66P, which is plenty OP for leveling content, HM flashpoints, and PVP. BiS shouldn't be craftable because it makes an already easy game that much easier.

 

Also, plenty of people do play the crafting/GTN system and make very good profits; the fact that it as an optional, not required, part of the game is a good thing.

Edited by eartharioch
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But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means. This would make proffesions profitable.

 

All professions are already quite profitable, absolutely nothing *needs* to be changed. The top "easy to learn" schematics are 66P, which is plenty OP for leveling content, HM flashpoints, and PVP. BiS shouldn't be craftable because it makes an already easy game that much easier.

 

Also, plenty of people do play the crafting/GTN system and make very good profits; the fact that it as an optional, not required, part of the game is a good thing.

 

@eartharioch,

Agreed.

 

@Schanez,

Just because you (and others like you) are fixated on the tippie-top end of what's available does not mean there is no profit to be made.

Just because you are fixated on making "the big score" does not mean profits are terrible everywhere else. In fact just the opposite: the lower down the ladder you go, the more profit (as a function of percentage) there is to be had.

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But you just prooven my point. Modifications from Crew Skills should have a version that is superior to any obtainable by other means.

 

...

I understand the philosophy. It would be one that puts crafters at the top of the "food chain" of obtaining the very best gear.

 

Grade 27 gear used to be the top-tier gear (and was craftable). This resulted in vast profits for crafters that managed to unlock those schematics (on the order of magnitude of hundreds of millions of credits). BUT It also had the side effect of reducing raiding. Why work hard to run HM TfB when you could just run dailies and buy your gear on the GTN?

 

Now, when 2.0 dropped, the devs made a decision to make end-game crafting secondary to actually running operations. Grade 30 gear was craftable, Grade 31 gear game from operations. When the next tier of gear was released, Grade 31 gear became craftable.

 

It's the way it is, and you'll have to live with it. The best gear comes from raids, and won't change anytime soon (and I personally hope it stays this way).

 

If you think this will prevent you from making major credits doing crafting, you're wrong. If you want tips or advice on how to make millions under the current marketplace, there are plenty of threads in this very forum to help you do so.

Edited by Khevar
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I am not saying that the proffesions are now not profitable. I was missunderstood a little. What I said was a proposition. Either add some unique features for proffesions or let them have those top tier mods. I now know that the later is a bad idea, as it was tried and failed. Ok, you have your point.

 

So how about adding those unique features to proffesions that lack them now? Cybertech has Grenades, Sppeders. What should Synthweavers, Armstech or Armormech get? And are we talking about crafting proffesions only or should gathersing get something similar too?

 

Right now moving things out of Cybertech would criple a lot of players and make a lot more very unhappy.

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I am not saying that the proffesions are now not profitable. I was missunderstood a little. What I said was a proposition. Either add some unique features for proffesions or let them have those top tier mods. I now know that the later is a bad idea, as it was tried and failed. Ok, you have your point.

 

So how about adding those unique features to proffesions that lack them now? Cybertech has Grenades, Sppeders. What should Synthweavers, Armstech or Armormech get? And are we talking about crafting proffesions only or should gathersing get something similar too?

 

Right now moving things out of Cybertech would criple a lot of players and make a lot more very unhappy.

What I would like to see for Armormech and Synthweaving is the ability to RE any green armor in the game for a change to learn a schematic for a moddable version of that same gear.

 

Seems unlikely as the CM thrives on new the gear designs.

 

But I remember on my Operative, I found this completely perfect Imperial Officer's uniform at some low level. It was a green, non-moddable gear. But it looked so freaking awesome that I kept it for many many levels until I was so undergeared that it became a problem. How cool would it be to be able to learn that schematic.

 

Alas.

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