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Reuseable potions are fantastic - reusable adrenals/stims are a horrible idea

STAR WARS: The Old Republic > English > Crew Skills
Reuseable potions are fantastic - reusable adrenals/stims are a horrible idea

Sky_walkerPL's Avatar


Sky_walkerPL
01.03.2012 , 05:13 AM | #11
100% agreed with op.
That's insane.

Quote: Originally Posted by Evarg View Post
He said it is not a bug, it is intended. You can take synthweaving and make the best gear for yourself, then switch. No one is stopping you.
Nope, you can't. Synthweaving doesn't make a best gear, so you can't make it in a first place.

Quote: Originally Posted by magnuskn View Post
Please stop trying to nerf the last useful profession. Kthxbye.
Just fix the other professions instead?

What you say for robe that adds 585 willpower (aside from standard willpower bonus) but requires Synthweaving skill of 400 to use it?
This would even the playfield.
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Kotli's Avatar


Kotli
01.03.2012 , 05:13 AM | #12
Simple Fix give every Crafting skill a Self only requires skill mega item that is better than anything else in game.

magnuskn's Avatar


magnuskn
01.03.2012 , 05:27 AM | #13
Quote: Originally Posted by Sky_walkerPL View Post
Just fix the other professions instead?

What you say for robe that adds 585 willpower (aside from standard willpower bonus) but requires Synthweaving skill of 400 to use it?
This would even the playfield.
Sure, if it otherwise has no stats and only adds it for 15 seconds every three minutes. I mean, you would surely wear that, right?
Emotion, yet peace. Ignorance, yet knowledge.
Passion, yet serenity. Chaos, yet harmony.
Death, yet the Force.

Lyability's Avatar


Lyability
01.03.2012 , 05:35 AM | #14
Its about as balanced as lvl 50's in the same PVP warzone as lvl 10s. This game has never had a glimmer of balance, there is the online single player story and then there is the abyss we call the "rest of the game". Crafting falls under the abyss of "we ran out of time so we slapped this together ASAP".

KrelosDarksky's Avatar


KrelosDarksky
01.03.2012 , 05:39 AM | #15
Quote: Originally Posted by Lyability View Post
Its about as balanced as lvl 50's in the same PVP warzone as lvl 10s. This game has never had a glimmer of balance, there is the online single player story and then there is the abyss we call the "rest of the game". Crafting falls under the abyss of "we ran out of time so we slapped this together ASAP".
LOL

This made me laugh.

QFE

Asolar's Avatar


Asolar
01.03.2012 , 05:42 AM | #16
The adrenals that are being referred to do not add 565 to any base stats, you might want to do alittle research before you say that. But it those add to secondary stats surge/crit/armor etc, they also required a craft material that only comes from drop in operations, maybe also hardmode end bosses ?

The real problem with the stims/adrenals are they are extremely expensixe to craft, and so not worth it at all unless its in the reuseable version. The blue version cost 2-3 times that of a blue/purple implant to make in mats.
I dont think anyone will want to pay 10k or more to get a 15sec boost. If they made them super cheap then there might be a market.

The blue stims last 2 hours so i think they are only usefull for raids/flashpoints, but thats it. If they lastet say 8 hours then a player might pay 10-20k for that extra 104stat boost for pvp or normal play.

kaoticdrake's Avatar


kaoticdrake
01.03.2012 , 05:52 AM | #17
As someone in another thread once said:

Why not try to provide ways to make other crafting BETTER, rather than trying destroy the only things that are beneficial?

Also, to the point of Biochem, note that without the reusable aspect, you may as well just buy all your medpacks and stims from vendors rather than craft them because if you're having to spend so much money to get a purple that is non-reusable it's not even worth the effort to craft them. Maybe they should lower the stat bonus that you gain from reusable stims, but that would be the ONLY thing they should change and that's ONLY if they fix all other crafting FIRST.

If they keep nerfing all of the crafting skills we're going to end up with ENTIRELY POINTLESS crafting and it will become a game mechanic that nobody bothers with at all. I LOVE crafting, but I think that this crafting system needs some work in a NON-NERFED DIRECTION.

That is all.
To be one with the Force you must understand yourself and how your power reflects your nature.

GengisKahn's Avatar


GengisKahn
01.03.2012 , 05:57 AM | #18
Quote: Originally Posted by deserttfoxx View Post
Seriously bioware, did you guys think this through? 585 to a single stat for 15 seconds every 3minutes, FOR EVER! how is that balanced?

The stims should be consumable, charge based, 3 charges per craft and it is unique meaning you have to use those 3 charges before you can make another one.

As i see it now, most people will take up biochem in the future because those reuseable stims are just too insane to pass up, and i dont need to stay 400 synthweaving after i create my full tier 3 set.
In adrenals you may have a point, but reusable stims are fine, they are not OP.

You can have all those buffs by buying those items yourself and using them when you need it even without being reusable, with biochem you just save money.

GengisKahn's Avatar


GengisKahn
01.03.2012 , 06:06 AM | #19
Quote: Originally Posted by Sky_walkerPL View Post
100% agreed with op.
That's insane.



Nope, you can't. Synthweaving doesn't make a best gear, so you can't make it in a first place.


Just fix the other professions instead?

What you say for robe that adds 585 willpower (aside from standard willpower bonus) but requires Synthweaving skill of 400 to use it?
This would even the playfield.
The 585 buff is only for 15 seconds and not for primary stats... So no, to make it "even· the robe would have to have a on use effect that gives you 585 alacrity/critical/another secondary stat for 15 seconds with a 3 minute cd OR a slight less powerfull "buff"(meaning increase in stats over the non synthweaving ones) that is permanent.

Also, if i'm not mistaken those 585 adrenals require raiding.

The solution is easy. Make other professions do 1-2 items better than operations ones, but that require mats from operations and require the tradeskill to wear it, so that other crew skills become usefull. Biochem doesn't need nerfing, other crew skills needs buffing.

Tikigit's Avatar


Tikigit
01.03.2012 , 06:24 AM | #20
Quote: Originally Posted by Flaxman View Post
Not gonna be a problem really, since all other profs than biochem sucks, everyone is gonna go biochem and voila, all balanced and fine
No, that definition of 'balanced' is really daft to be fair.


"The systems broken, but to hell with it I use it and everyone will switch to what I'm using so it's not a problem" is not a reason not to fix something.

It is however a strong reason not to take that persons feedback on the matter into account when rebalancing the system to actually work.