Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer

Time to end Biochem reusables

STAR WARS: The Old Republic > English > Crew Skills
Time to end Biochem reusables
First BioWare Post First BioWare Post

Chunkie's Avatar

02.15.2012 , 07:32 PM | #1
Like the title says, i think it's time to end this. It clearly is overpowering because having a free heal, free adrenals and free stims is just too powerful.

Even Biochemists should want this change, because with so many biochemists, the market for stims and medpacs is just not there.

The perks for a biochemist should be stronger stim/adrenals/medpacs for their own use only. Change the reusables to the Exotech (requiring 400 biochem to use), and drop their mats to only requiring one Radioactive Paste (4 is absurd).

Adrenals are too expensive currently. A good start would be to cut their mats by half.

For ops schematics, make the Exotech have a 4 hour duration that anybody can use (and requiring 4 Radioactive Paste).

The other crafting skills aren't broken. Some require tweeks, but they ARE viable. It's just when people compare them to Biochem, they see it as useless. When people look up stims and see that 2 stims is the same price as a reusable, it's a no-brainer that stims are a ripoff or/and that biochem reusables is too fantastic to not have.

Bizwolf's Avatar

02.15.2012 , 07:38 PM | #2
So just take it out of the game? It's been nerfed to almost pointless.

Sonaria's Avatar

02.15.2012 , 07:46 PM | #3
They've been nerfing biochem already. So you want to nerf it so much that it's no longer useful?? My alt that has biochem isn't that high, but I don't see the problem. That's the benefit of going biochem, you get the reusable medpacks/stims/adrenals. It doesn't seem that medpacks/adrenals/stims are in that much demand, but implants are useful for selling on the GTN.

If biochem didn't have reusables, what would be the point? You could just go with vendor consumables. Just saying..

Maxell_Snow's Avatar

02.15.2012 , 09:04 PM | #4
Curious but what is the avg credit balance of level 50s? Have you considered pricing on your server may be different other places?

The nasty truth is that meds, adrenals, and stims are not expensive to make, it is just difficult to control and manage a product line on the GTN because the raw material acquisition process gates us from having a virtual monopoly.

MrTBolt's Avatar

02.15.2012 , 09:13 PM | #5
yeh yeh deff needs more nerfing...

Atm the heal is TOTALY worth less to have. I just dont bother using the healing med pack anymore sometimes. I get like 3k tops out of 20k hp. Its not even funny anymore ^^

The stim is ok and i keep it cause its a not bad addition.

In total i think im gona drop biochem for rakkata crafting....biochem IS under powered. Its worth less.

Than again i don't like how crafting works in this game. There is no sense of achievement and crafting is very useless, a lot of items crafted are bound, making auction house **** all.

Crafting needs some love in total.
Member of Lux Arcana!

Puppup's Avatar

02.15.2012 , 09:49 PM | #6
Lower the mat cost of blues and up the reuse timer for the freebie biochem

Fonitrus's Avatar

02.15.2012 , 11:08 PM | #7
blue adrenals take 30 mins to craft and you get 1.

to make them viable they need to be made in multiples of 10.

no one will buy a non reusable because no seller is stupid enough to price it to be "affordable" and afordable means less than the materials costs which is about 6K in mission worth and then you have the price of the materials worth on the GTN themselves which can go up to the 30K mark on some servers but average about the 14-16K on my server in total. so on average 20K to MAKE adrenals that are ONE USE ONLY...

so lets say 10% profit margin you sell it at 22K.

is anyone THAT much desperate to fork out 22K for a 15 seconds bonus????

if you could make them in 10s thats about 2K per adrenal in expenses so you can still sell them at 22K for the lot but they are more worthwhile since its only 2200 per adrenal. you get more per WZ win and if that adrenal made the win happen then yey money well spent.

as they are now its either reusable or NOTHING. there is no otehr way.
Let each man be repaid in full

~~~ Facilitating communication, resulting in the termination of hostilities ~~~

flegg's Avatar

02.15.2012 , 11:12 PM | #8
Over 150 in stat points at all times for free is useless? How can one be so dumb. You can also craft items JUST LIKE EVERY OTHER PROFESSION can. Oh and there are TWO TWO TWO DID I SAY TWO slots for your crafted items. But somehow you think biochem is worse than another profession. LIKE WOW! WOWOWOWOWOW

EVERYONE who is not biochem right now is a F-O-O-L.

Aerithel's Avatar

02.15.2012 , 11:31 PM | #9
If, and only if, they were to then provide a passive buff to Biochemists that increased the potency of medpacks, stims, etc. would I support an end to reusable consumables. Let's face it... being able to craft reusable consumables certainly beats having to constantly make new ones (especially adrenals, given their limited duration). Indeed, this would help stimulate a market in the consumables area, and people wouldn't feel they needed to take Biochem by default.

I'm actually in this boat right now. I'd elected to go Biochem on my Sniper, which I intend to raid, so that I could craft my own consumables. Granted, making reusable ones is a perk, but I can still craft medpacks, etc. for my alts. All of my characters benefit. However, I'm looking to level a Sith Assassin as a tank, and suddenly have this urge to go Biochem on her as well to access reusable consumables (in large part due to not getting my healing companion until Hoth). I know this isn't necessary, but the convenient nature of consumables becomes a perk strong enough to make me question going with any other crafting crew skill. (Artifice is on my Sith Sorcerer, so Synthweaving was one alternative... but I might as well do it as a Sith Warrior and get the +5 crit bonus from Jaesa).

TL;DR: Only if active Biochemists get a passive skill that buffs the potency of medpacks, etc. would I support the removal of reusable consumables.
The Palazzo Legacy
Aerithel, Lvl.50 Marksman Sniper Celesiel, Lvl.17 Corruption Sorcerer
Selphiel, Lvl.12 Sith Assassin
Mind Trick (PvE, EST)

Chunkie's Avatar

02.16.2012 , 12:02 PM | #10
LOL you guys who are saying it's pointless or useless already are just so transparent. Anybody who plays the game knows the truth.

What's the prices of stims going for? 20k is probably average, which is a good value for a 2 hr item. And on top of it being 2 hrs, it also lasts through death, so they are better than vendor ones (and they have better stats).

Everybody is going biochemist now. I've seen it in the raids and PvP. At one point maybe 1 in 5 were biochemists, now it's well over half.

Perhaps make it so biochemists gain 20% advantage from the stims/medpacs/adrenals that they use, that way you don't have to make any special items for biochemists, only that they're so efficient at using it that they gain bonuses from current items.

But the Exotechs need tweeking. There's no way that 4 radioactive paste for a 2hr item is worth it. Drop it to 1.