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Please amend the Biochem nerf....

STAR WARS: The Old Republic > English > Crew Skills
Please amend the Biochem nerf....

Yozbick's Avatar


Yozbick
01.19.2012 , 11:35 PM | #1
I am a Powertech. I took Biochem for PVP. But now the green Warzone Medpac heals me for MORE than my purple Reusable Ultimate Medpac. Given the shared CD, it makes more sense to use the same heal everyone else uses instead of the one that I specifically trained for.

1) I have 18,117 hp at present.

2) The green WZ medpac therefore heals me for 6,340 hp.

3) The purple "Ultimate" Reusable Medpac that I specced for heals me for 3,750-4,575.

4) Thus, the cheap greenie is 40-70 percent BETTER than the purple I trained for. It will only get worse as I advance in hp.

My suggestion...add the player's Endurance to the amount healed by the Biochem Medpacs. This would make the Ultimate Reusable Medpac heal for the current amount PLUS 175% of your Endurance.

In my case, the Ultimate Reusable Medpac would heal for 6,483-7,308, which seems entirely fair. At worst it's 2% better than the green. At best it's 15% better. And as a tank with 18k+ hp, I'm near the high end of what that would be. Non-tank Biochems would benefit much less.

AnubisXy's Avatar


AnubisXy
01.19.2012 , 11:45 PM | #2
Keep in mind your resuable med-pack has a 1.5 minute cooldown timer whereas the Warzone med-pack has a 3 minute cooldown timer.

It heals for more, but you won't be able to heal again for twice as long.
"He doesn't use the Force. He just uses... force."

Jihaw's Avatar


Jihaw
01.19.2012 , 11:56 PM | #3
You can use your medpack when the other one is on cooldown.
They don't share the full cooldown, so yours is still a massive bonus over not having it.

While I get your point with the numbers and the added 15% thingie on the Rakata, you have to look at it in practice.. and it's still really really strong compared to not having it.

Obbu's Avatar


Obbu
01.19.2012 , 11:58 PM | #4
Its worth noting that the warzone "cheapy" is vastly more expensive than your reusable on a use-by-use basis :P

10 comms each adds up too.

IncomT's Avatar


IncomT
01.20.2012 , 01:04 AM | #5
Don't whine about overpowered items that have no cost to them besides crafting them once. Pick up a real crafting profession and see how that feels and maybe you can appreciate how good you have it.
The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.

novaace's Avatar


novaace
01.20.2012 , 01:14 AM | #6
Quote: Originally Posted by Yozbick View Post
I am a Powertech. I took Biochem for PVP. But now the green Warzone Medpac heals me for MORE than my purple Reusable Ultimate Medpac. Given the shared CD, it makes more sense to use the same heal everyone else uses instead of the one that I specifically trained for.

1) I have 18,117 hp at present.

2) The green WZ medpac therefore heals me for 6,340 hp.

3) The purple "Ultimate" Reusable Medpac that I specced for heals me for 3,750-4,575.

4) Thus, the cheap greenie is 40-70 percent BETTER than the purple I trained for. It will only get worse as I advance in hp.

My suggestion...add the player's Endurance to the amount healed by the Biochem Medpacs. This would make the Ultimate Reusable Medpac heal for the current amount PLUS 175% of your Endurance.

In my case, the Ultimate Reusable Medpac would heal for 6,483-7,308, which seems entirely fair. At worst it's 2% better than the green. At best it's 15% better. And as a tank with 18k+ hp, I'm near the high end of what that would be. Non-tank Biochems would benefit much less.
Key word, Unlimited charges.

Drebble's Avatar


Drebble
01.20.2012 , 02:28 AM | #7
They should make all crew skill items BoE then I don't care how powerful they are.

Rizael's Avatar


Rizael
01.20.2012 , 10:42 AM | #8
Wait you want something that was nerfed because it was too powerful on better geared stronger opponents to affect better geared and stronger people more than the pre-nerf healkit did?

I think you missed the part where it was too strong XD

DuceHason's Avatar


DuceHason
01.20.2012 , 10:45 AM | #9
This whole cool down timer for medpacks is a joke in my book.

Scenerio - **I've been wounded** I'm gonna Kolto jab myself and wait 90 seconds before I attempt to jab myself again. OR ... stab them medpacks in 'til I'm back up to full health. Really what makes more sense?

I can't stand the idea of a cooldown for medpacks. Most other 'popular' MMO's I've played have had CD's yes, but they allowed the use of more than one type of healing device as well.

*Reduce the CD on the medpacks all together.

*Or restrict the CD's to that EXACT TYPE of medpack, thus allowing use of secondary medpacks.

The way these things freaking misfire it's needed. I have had more misfire Medpacks than I have had ones that have haaled me.

Cleared up a little bit now... (At work multi-tasking)
Atari, Commodore VIC-20, NES, SNES, DOS to Win 7, Xbox 360, Wii

UO 5yrs, SWG 8yrs, EVE since 2/9/07, SWTOR Since 12/13/11

Sheandra's Avatar


Sheandra
01.20.2012 , 10:55 AM | #10
Quote: Originally Posted by DuceHason View Post
This whole cool down timer for medpacks is a joke in my book. I'm sorry I've been wounded I'm gonna bacta jab myself til I'm back up to full health. Reduce the CD on the medpacks all together. Or restrict the CD's to that EXACT TYPE of medpack, thus allowing use of secondary medpacks. The way these things freaking misfire it's needed. I have had more misfire Medpacks than I have had ones that have haaled me.
What ?
~Nihil Sine Nefas~