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DON'T Nerf biochem... Improve the other crafting professions.


-Shadowfist-

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my sentiments exactly. every crafting profession need some "unique" bonuses for the crafter. Whether we're talking about augment slots for bop armor or weapons for armormech/synthweaving/armstech. Unique component upgrades (artifice/armstech/cybertech).

 

personally augments should be crafted not mission rewards.

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I would suggest you take some time to think out a few acceptable buffs for the other crafts. This could become a useful thread in that regard.

 

Start a list of each skill and what it offers you at end-game. Example:

 

400 Cybertech - access to unique Speeders (correct?)

400 Biochem - access to reusable Stims

 

etc.

 

Add your own suggestions for a end-game perks for Skills that don't currently seem very useful.

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To be honest reducing the impact on certain biochem sourced items is the only sane approach if Bioware decide that changes are needed to the crew skill contents themselves.

 

They can't really 'Fix' the other crafting professions directly without rebalancing the entire game.

 

 

Improve armor synthweavers can make, and suddenly crafted items from Synthweaving are OP'ed compared to loot, reward and vendor items of the same grade.

 

Improve weapons or mods Armstech can make, and suddenly Armstech crafters have access to OP'ed weapons that out perform any other grade of weapons out there.

 

And so forth.

 

 

The idea of buffs based on crew skills is a interesting one... but not sure there is anything stopping people from grinding their crew skills like crazy being fed by mains with loads of credits and resources, and ending up with their buff at early levels unbalancing them completely... unless you make it a level unlock based buff perhaps?

 

 

But if there are changes made directly to the crew skills themselves, I think it either has to be Bioware redesigns the entire equipment system from the ground up on par with Biochems stats advantages.... or Biochem just gets adjusted... guess which one is more likely to be picked? lol

Edited by Tikigit
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Naw, Biochem can make money, and biochem gathering can make money. they need to be brought down so they can be just like all the other crafting professions, because that's what a vocal minority wants.

 

It's not right that you have money and some other people don't. The only solution is to make you broke, too.

Edited by LeperJack
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I would suggest you take some time to think out a few acceptable buffs for the other crafts. This could become a useful thread in that regard.

 

Start a list of each skill and what it offers you at end-game. Example:

 

400 Cybertech - access to unique Speeders (correct?)

400 Biochem - access to reusable Stims

 

etc.

 

Add your own suggestions for a end-game perks for Skills that don't currently seem very useful.

 

 

Ugly Reskinned Speeder

Grenades on 5 min cooldown (lulz)

 

They should've left the group transport module in Cybertech like early beta....Would've made that WHOLE profession worthwhile then.

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