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Companion Crew Skill Bonuses Still In Game

STAR WARS: The Old Republic > English > Crew Skills
Companion Crew Skill Bonuses Still In Game

Geveo's Avatar


Geveo
12.13.2011 , 11:49 AM | #11
I'm pretty sure they left them in because the effects were small, but still, for a dedicated crafter a +5 crit chance is a major consideration.

I know that I'm choosing which alts will take which crew skills with those bonuses in mind. It's not really an inconvenience for me, since I'll be playing all the classes and it doesn't matter much to me if it's my JK or JC takes Synthweaving, so long as one of them has it.

But yeah, I wouldn't have been upset to see these taken out. I thought it was probably a good thing when they said they were going to.
I support SGRAs.

AidanLightwalker's Avatar


AidanLightwalker
12.13.2011 , 12:12 PM | #12
Quote: Originally Posted by Gillityr View Post
How strange that one would change crafting skill just for a tiny bonus. Sounds like min/maxing may be an addiction for some that can cause tumors or something.

I would prefer they leave them in game, as it adds a nice little bonus at times, and a bit of flavor to the companions.

I really wish people would stop demanding that we water down every mmo so everything is the same as everything else. I like the difference, even when I somehow have "less" than a min-maxed micro-managed approach.
I totally agree with this. Why remove the flavor simply because the companion you like doesn't have the bonus to the crafting profession you want? I think it's a nice little feature. If you are picking your crafting professions based off of your companions bonuses, then I think you are looking at the system all wrong.

reillan's Avatar


reillan
12.13.2011 , 12:17 PM | #13
I don't mind the crew bonuses at all, and hope they stay.

I'm a min-maxer, so I would absolutely craft based on what I could max out... but it's not, strictly speaking, necessary. It's just a nice bonus for anyone who wants to take advantage of it.

Perhaps the +crit bonuses should go, but keep the +skill bonuses... +skill bonuses are irrelevant at end-game, while +crit bonuses aren't.
Band of Hope & A Light in the Dark - Christian-based Shien guilds.

Nirosu's Avatar


Nirosu
12.13.2011 , 12:18 PM | #14
Another solution rather than getting rid of the companion crew skill bonuses would be to allow the players to pick, train, gain through story/quest, or something similar different companion crew skill bonuses that their companions can use, but limit each companion to 2 or whatever.

DeeDawg's Avatar


DeeDawg
12.13.2011 , 01:02 PM | #15
Quote: Originally Posted by reillan View Post
I don't mind the crew bonuses at all, and hope they stay.

I'm a min-maxer, so I would absolutely craft based on what I could max out... but it's not, strictly speaking, necessary. It's just a nice bonus for anyone who wants to take advantage of it.

Perhaps the +crit bonuses should go, but keep the +skill bonuses... +skill bonuses are irrelevant at end-game, while +crit bonuses aren't.
perfect. its only crit bonuses that concern me.

Many expect Biochem to the most common/profitable/whatever.
Troopers get a companion w/ 10 Biochem Efficiency,
+10 Bioanalysis Efficiency

Not that big of a deal, since no crit, but thats still better for biochem than anything the Empire gets.

Jedi knight has a companion with +5 biochem crit. Thats pretty big to me.

Draconax's Avatar


Draconax
12.13.2011 , 01:02 PM | #16
These bonuses are really small, it's not a big deal. Take whichever you want. I think they add flavour to the companions, it just seems right that Mako is better at Slicing than anyone else, she's a prodigy at it.

Greymeir's Avatar


Greymeir
12.13.2011 , 01:08 PM | #17
Obviously anyone who's posting in this thread is probably aware enough of the issue that they can make a Sith Warrior if they want dark side Synthweaving crits. But what about the people who aren't aware of that difference? If they want to encourage certain classes to take certain crew skills, they can do so, but then they should actually encourage it rather than leaving it as hidden information to discover from the Web or realize long after you've first chosen your crew skills.

And why should a Sith Inquisitor be worse at Synthweaving crits than a Sith Warrior, anyway?

Regault's Avatar


Regault
12.13.2011 , 01:11 PM | #18
Biochem crit just means they get a chance at making an extra consumable. Every crewman has a base 5% crit chance, so basically for every 25 medpacs/stims/adrenals a crewman without the crit skill makes they'd get 26. Not a big deal.

Bioanalysis efficiency only really matters for sending companions on gathering missions, and it'd probably be faster to farm biomats by going to Ilum and fighting Strong creatures.

DeeDawg's Avatar


DeeDawg
12.13.2011 , 01:20 PM | #19
my impression of crits was that it made a better item, not more items.

Gillityr's Avatar


Gillityr
12.13.2011 , 01:38 PM | #20
Quote: Originally Posted by DeeDawg View Post
my impression of crits was that it made a better item, not more items.
The chance to crit always exists. However, using a crew member that has a bonus merely increases your chance.


In all my experience, it never really made enough difference to notice. I have leveled multiple skills, on many toons.