Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Notes on BioChem and Cybertech in Game Update 1.1

STAR WARS: The Old Republic > English > General Discussion
Notes on BioChem and Cybertech in Game Update 1.1
First BioWare Post First BioWare Post

trotsky_tor's Avatar


trotsky_tor
01.13.2012 , 03:40 PM | #91
Quote: Originally Posted by Montaire View Post
You're not seeing the biggest change, which is making it so you had to keep Biochem in order to use. Before you could drop the tradeskill after crafting and still get use out of the BOP items.

This, I believe, is a decent first step to. Maybe not all that is needed, maybe they are buffing the other skills 1n 1.2, but this is a great first step.
So now, instead of getting biochem to 400 and then going to another crew skill, people will just stay as biochem. I'm not sure that really counts as "lessening the appeal of Biochem"

GabeAmatangelo's Avatar


GabeAmatangelo
01.13.2012 , 03:41 PM | #92 This is the last staff post in this thread.  
Hello all,

Quick addendum to Georg's post.

PvP overcharge consumable was meant to share a cooldown with adrenals and not stack with the power ups you can run over to pick up in Warzone maps. So players stacking all three were reaching combat numbers higher than intended, which is why we will be changing that in 1.1.

Additionally, we will continue to monitor and tune crafting professions to ensure they are in line with combat targets and toward the goal of keeping them viable in end game but not mandatory for participation. Currently there are several Armormech, Armstech, Synthweaving and Artifice recipes that can be found in end game content. We will be adding more in future updates.

-Gabe
Gabe Amatangelo
Principal Lead PvP, Flashpoints and Operations Designer

Twixted's Avatar


Twixted
01.13.2012 , 03:41 PM | #93
Quote: Originally Posted by GeorgZoeller View Post




TL;DR: Fancy words for ‘we nerfed BioChem and Cybertech endgame products’ because they were so good that players started considering them mandatory.


TLDR from a dev. I got a chuckle out of it. I am not max level or do i PVP much so i wasnt realling seeing a problem so its a wash for me. even though i happened to pick biochem and cyber tech on my two characters i play.

Th elittel information i read was the problem of how buffs stack more than anything else but whatever.

drosalion's Avatar


drosalion
01.13.2012 , 03:42 PM | #94
As a biochem im really not complaining in the slightest, but is it just me or is this only going to make things worse not better? Best case scenario it hasnt changed a thing.

Its especially funny that the main goal was to make it so that biochem didnt seem like a mandatory crew skill, when thats essentially what they did - make it mandatory.

DarthSublimitas's Avatar


DarthSublimitas
01.13.2012 , 03:43 PM | #95
Well boyos, just face it, this game is going down the toilet like everything else that EA, i.e., "The Kiss of Death" has touched. I suggest just get out while you can...
"The Truth Shall Free Me"
And humour makes our lives worth living:
http://www.lo-ping.org/2012/01/20/th...ode-iii-and-v/ Why it's bad to plagiarize:http://auditorydepredation.files.wor...6231905169.jpg

trotsky_tor's Avatar


trotsky_tor
01.13.2012 , 03:43 PM | #96
Quote: Originally Posted by Zeratulz View Post
Solution to this problem is to buff other crafts.

Artifice = Ability to create BOP Hilts/Crystals that grant some form of unique proc, i.e. x damage on hit, abs shield on hit, etc.

Synthweave = Ability to BoP Modable armor with some form of unique property as above with Artifice where armor created has an additional slot or something that can have some form of synthweave only mod, similar to the listed above for Artifice.

Armormech = See Synthweave paragraph above.

BW does need to buff the other crafts to bring them more in line with Biochem, I hit 400 last night and do not have any of the 400 stuff yet.
Think these are really good ideas. However, I might do away with the Synthweave/Armormech required mod slots. Take the Armoring mods away from Cybertech and give them to Synthweaving/Armormech as appropriate. Leave Cybertech with *all* Mods (including the bugged ones on Artifice).

Then give all the crafting skills BoP/crafting skill required schematics for the mods that they make.

Apax's Avatar


Apax
01.13.2012 , 03:45 PM | #97
Quote: Originally Posted by Montaire View Post
Yes, I think it well lessen the appeal.

You're not seeing the biggest change, which is making it so you had to keep Biochem in order to use. Before you could drop the tradeskill after crafting and still get use out of the BOP items.

This, I believe, is a decent first step to. Maybe not all that is needed, maybe they are buffing the other skills 1n 1.2, but this is a great first step.
This is incorrect. There was always a biochem requirement to use the high end items everyone had their eye on. It just used to be lower.

Nothing really changed that is going to make this crew skill less appealing. End game, it is still the absolute best crew skill to have hands down, beating all the other tradeskills in usefulness combined.

Terko_Koslah's Avatar


Terko_Koslah
01.13.2012 , 03:45 PM | #98
Quote: Originally Posted by Felioats View Post
But the cooldown on grenades is still 5 minutes?

We've been saying on the forums that it is far too long. If you are reducing the damage anyway, how about balancing them around a shorter cooldown, as well?

We currently cannot reverse engineer grenades, even though the UI lets us try. Is the bug that they show up as RE-able, or that doing it doesn't work?

What about the other crew skills? I think the key problem is that with the exception of Biochem and Cybertech, they don't offer anything that can't be achieved through other means. People want something unique from their crew skills; something that makes them say, "Yeah, I get to use this because I've got X skill!" and consumables are a good way to do that because there are many ways to get equipment.
It would be nice to see for example that those who take synthweaving can wear better armor(or get a boost to their armor) than anyone else and those that take armstech could use more powerful weapons then anyone else.. Just saying. It shouldn't just be about crafting but about also knowing your craft.
"Truly wonderful, the mind of a child is." -- Jedi Master Yoda

DragoVaughn's Avatar


DragoVaughn
01.13.2012 , 03:46 PM | #99
Quote: Originally Posted by trotsky_tor View Post
Think these are really good ideas. However, I might do away with the Synthweave/Armormech required mod slots. Take the Armoring mods away from Cybertech and give them to Synthweaving/Armormech as appropriate. Leave Cybertech with *all* Mods (including the bugged ones on Artifice).

Then give all the crafting skills BoP/crafting skill required schematics for the mods that they make.
I like how everyone always forgets Armstech. As it's even worse than artificing, had no BOP items AT ALL...

Greyfeld's Avatar


Greyfeld
01.13.2012 , 03:46 PM | #100
Quote: Originally Posted by Lexster View Post
1) Commendations give rewards that are far too good. Both from daily reward vendors and as people progress leveling up. Rewards from these merchants should not be equal to prototype player made. If the same gear is to be used on these vendors, it should be the green quality gear. The cost of missions in time/credits to craft green, RE for blue, and then to craft a blue is grossly out of line with the cheap cost and insane ease of obtaining commendation items.
I completely agree. There is absolutely zero reason for commendation vendors to sell prototype gear. And on top of that, green gear is available on a vendor for credits, making green gear total vendor trash that isn't even worth listing on the GTN when it drops from random mobs.

Quote: Originally Posted by Lexster View Post
2) Infinite use clickies for any crafter should not be. Infinite use items that are ONLY for a given crafter are even worse. Crafting perks should be along the lines of a 10-15% boost in item crafted, or 2x the amount of use. Making an item that lasts forever, does not remove credits from the system once a crafter has it. That is what consumables are supposed to do.
I don't really agree with this. I don't know if infinite use is too much or not, but it's hard to gauge in the game's current incarnation. I know it seems like infinite charges is an "unfair advantage" or whatever, but it's currently compared against crew skills that are literally worthless as they currently stand. The only real unfair advantage might be adrenals in pvp, but that goes for anybody who's shelled out the credits for adrenals.

Quote: Originally Posted by Lexster View Post
3) Weapon/Armor making classes need to be revamped. All crafted gear should be orange. Orange gear should then have the option to have 1/2/3 augments on top of the mod slots. Augs/mods will likely need to be adjusted to prevent players being vastly stronger than mobs at a given level. Cooler looking armor should of course, be higher level requirement(can also increase the chance of RE success as it goes higher and is more expensive)
Yeah, no. See, if you make all crafted armor/weapons orange, then you move the sales paradigm from stat-based to aesthetics-based. Instead of searching for the gear that out-ranks your current gear, you have to search through gear designs to find out what you want, and then you'll never buy a new piece of gear again. It's bad for the economy, and bad for any crafting profession that isn't Cybertech.

Though having 1 augment slot for every piece of prototype gear, 2 augment slots for artifact gear, and 3 augment slots on a crit is a great way to make crafted gear relevant (and also make augments actually worth listing on the GTN).


Quote: Originally Posted by Lexster View Post
4) Crafting consumables should not require raid drops. Crafted consumables should come in decent sized batches. These are for use, not for rare/lucky events. In the case of biochem, raid drop requirement makes more sense in the implant line.
I completely agree.

Quote: Originally Posted by Lexster View Post
5) All crafting classes should have a desirable consumable that only they can craft. This item should be useful for pvp/raids. This item should be useable by others. Biochem, by its nature, should produce more variety and have more unlinked CDs on these than other crafting classes.
I don't know about having it tradeable. I think there should be at least one or two items that each skill can make that are BoP and only those skill-users can use. It makes those skills worth keeping after you've crafted the highest level gear.
.
<FinalWave>