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Time to end Biochem reusables

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

Rehneu's Avatar

02.16.2012 , 02:23 PM | #31
Quote: Originally Posted by Xstone View Post
yep enough with nerfing biochem. buff the other professions. i shouldnt be penalized cause i diddnt chose another crafting skill. quit it with these posts.
Bolded is the key that most people on these forums seem to miss. They have such a destructive agenda that they refuse to try to suggest ways to actually improve game play for everyone.

NuclearPanda's Avatar

02.16.2012 , 02:25 PM | #32
Quote: Originally Posted by Rehneu View Post
Bolded is the key that most people on these forums seem to miss. They have such a destructive agenda that they refuse to try to suggest ways to actually improve game play for everyone.
Yeah, especially people who constantly capitalize BIOCHEM thinking it's gets their point across that BIOCHEM is the most overpowered skill in the game because it's BIOCHEM!!!!!

Less nerfs, more buffs please Bioware.
Thank god I'm an Arsenal DPS and not a Bodyguard healer. Patch 1.2 is going to make them worthless.

darkrazzy's Avatar

02.16.2012 , 02:29 PM | #33
stop trying to remove all the good quilities of this game. just because its good, doesnt mean it needs to be nerfed out of the game.

LordbishopX's Avatar

02.16.2012 , 03:24 PM | #34
I be happy if all crew skillls are made on par with BIOCHEM really even wow got that right each crafts offered something for end game not one craft to rule them all. Maybe BW will understand that one day maybe one day indeed.

GnatB's Avatar

02.16.2012 , 04:16 PM | #35
The question is:
Should having a tradeskills provide a perk that directly increases ones combat potential.

My *opinion* is that it definitely should not. As such, the only rational fix to biochem is either removing the reuseables, or removing the Biochem restriction on them. Either works.

Breaking all the other tradeskills by adding a perk to them that directly increases the combat potential of those who actually have that skill does NOT work.

And I'm sorry, all the biochems going on about how their reuseable stims aren't that big of an advantage... are correct. They keep bringing that up because it's a total red herring. It isn't the stims. It's the reuseable medpacks and the reuseable adrenals. Stims last long enough that it's quite feasible for non biochems to pony up the cash to buy them for two hours of use, and people (both biochems and not) are probably going to be useing the superior exotech whatever ones anyways.. Medpacks and adrenals on the other hand? No chance. You aren't going to be spending hours making something you use every 90 seconds or 3 minutes. And therefor the price will be similarly prohibitive.

Chunkie's Avatar

02.16.2012 , 04:36 PM | #36
Quote: Originally Posted by NuclearPanda View Post
The problem isn't with Biochem, it's with the other skills, and we all know that.

As for being "rich"? I make more money doing Dailies on Belsavis/Ilum than I do selling the stims on the GTN. Take that for what it's worth, but I'm not exactly Scrooge McDarth by having Biochem as my profession.

Bioware should tweak all the other classes and stop listening to people who keep *censored* about Biochem.
How can you possibly buff up the other crew skills to the point that it's comparable or better to having free adrenal/stims/medpacs? You can't.

And do you know why you can't sell stims? BECAUSE EVERYBODY IS A BIOCHEMIST! And good luck trying to sell implants. They're barely going for more than costs because there are so many biochemists trying to sell implants. If they haven't reached that level on your server, they will as more people switch to biochemist.

The other professions are fine, you can make lots of credits from them. Sure, they require tweeks, but they certainly aren't broken. They LOOK broken because everybody is comparing them to Biochem.

I'm not saying remove Biochem or to remove stims/adrenals/medpacs from the game. You can still use them. You just can't have an unlimited use one. Which is what the problem is now.

I'm a Biochemist. I use to sell about 10-20 stims a day. Now i will be lucky if i can sell 2. Who would buy stims when the costs for 2 stims is the same cost as an unlimited reusable one?

You know it's overpowering, which is why you guys are fighting so hard to keep it. You like the advantage of having a free use adrenal/stim/medpac. The game wasn't designed for that, but it's what it's becoming. When i raid, it use to only be 1 or 2 biochemist in the raid. Now it's like half.

You guys need to think long term. You say you're making more credits doing the dailies... and that's alright with you? I don't want to grind out dailies every single day just so i can raid.

ME ME ME. That's all you guys are thinking about.

Vellvette's Avatar

02.16.2012 , 04:45 PM | #37
I posted this in another thread. Some of it pertains to the topic, some of it doesn't. So don't flame for the parts that do not pertain - the only reason I leave it in is because of the overall post.

Biochem had the opportunity to have a Biochem only buff through the Rakata Stims. Why not leave that buff in the game and provide buffs to other crew skills that meet identical stats that the Rakata stims do. For example: Give Cybertechs the ability to create a Cybertech only mod/armoring that requires Cybertech to use.

To give a comparison: Enchanting in WoW gave the enchanter the opportunity to enchant 2 rings which gave a substantial boost to the main stat, yet it was kept even with the other professions such as Jewelcrafting creating a Jewelcrafting only gem.

Another example: Synthweaving can make Rakata level bracers (and belt? I don't have a synthweaver, so correct me if I'm wrong). Why not allow those Rakata level items Synthweaver only to wear, and include a higher main stat than other Rakata level items obtained in operations - yet make that increase equal to the Biochem stim stat.

Now I know it has nothing to do with reusable items, but it does pertain to <Insert Crew Skill Here> only - which is what reusable consumables are: Biochem only.

TostitoBandito's Avatar

02.16.2012 , 05:23 PM | #38
Simple solution.

Why don't they just get rid of the biochem requirement on the reusables? That way it evens out in terms of game balance and the biochem ppl can make giant profit selling them on the GTN. If you feel that this doesn't leave biochem with anything unique anymore, maybe give them some nice lvl 50 BoP implants or something, like most other crafting skills have.

This is the only way to even out the endgame gameplay aspects of the crafting skills, short of giving similar powerful stat-boosting BoP items to every other crafting skill. One crafting skill should not provide an enormous endgame stat boost while all the others provide little to none.

subrosian's Avatar

02.16.2012 , 05:47 PM | #39
Quote: Originally Posted by LordbishopX View Post
I be happy if all crew skillls are made on par with BIOCHEM really even wow got that right each crafts offered something for end game not one craft to rule them all. Maybe BW will understand that one day maybe one day indeed.
This is patently untrue. In WoW you get two professions, period, with no distinction between gathering and crafting. Serious players cannot take a gathering profession because they only provide minor buffs to secondary stats, meaning you so less DPS than someone with crafting professions.

Jewelcrafting, tailoring and engineering all provide the weakest stat boost after gathering skills, so you cant take them, except for engineering which is used in PVP. That leaves Blacksmithing, which is the best profession in WoW as it lets you equip two extra epic gems. You then take enchanting, alchemy, leatherworking or inscription as your other profession.

To make matters worse, you absolutely need an alt with the appropriate gathering professions, amd enough gold to change professions every tier. Crafting only matters at the start of an x-pac in WoW due to hard resets on the gear, after which point only the stat bonuses, which change every raid tier in strength, matter.


I actually would like to see biochem able to make BIS BOE reusable consumables. This woild free us from the bullcrap of having to be biochem ourselves to deal with the cost of adrenals. Every few months a better tier of consumables AND crafted raid gear would be added, so the money making potentjal of every crafting profession would remain the same. Otherwise, just like Alchemy in WOW, Biochem will be the be the best profession because it gives you the most independence from praying the reusable you need is in stock on the market. The ability to keep yourself raid ready is the real reason biochem is the best profession

Chunkie's Avatar

02.16.2012 , 06:43 PM | #40
We don't need a third clicky (adrenal). We already have 2 via the relics. And the game is easy enough as it is. Adrenals are supposed to be used rarely to give you that kick you need on that extra hard kill, that's why it's so expensive. It's not supposed to be a common ability.