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Biochem 1.2 Nerf details inside

STAR WARS: The Old Republic > English > Crew Skills
Biochem 1.2 Nerf details inside
First BioWare Post First BioWare Post

daMarek's Avatar


daMarek
03.21.2012 , 08:46 PM | #1
Quote:
Biochem


With BioChem being in a fairly good spot already, we are not making any major changes to the profession at this time. Some minor changes include producing an additional implant on a crafting critical, reclassifying 'Red Goo' as a Grade 6 Biochemical compound via Bioanalysis Missions and a new, special recipe for the creation of delicious Ice-Scrabbler Jerky...
From http://www.swtor.com/blog/crew-skills-game-update-1.2


This means Biochem will not be able to produce Implants with Augment slots, which right now are a money maker.

What we are left with is selling medpacs and stims maybe once a week on raid night. Depends on server, but on some these sales can be very slow, and even more so in the future when more and more guilds are established with their dedicated crafters. Additionally, boss fights will be limited to 1 medpac use per fight.

Reusables will be phased out.

Biochemist will lose out on all gear drops they could sell to a vendor, because everyone with Armormech/Armstech/Synthweaving/Artifice is going to disassamble-need them.

All we are left with is
Quote:
Ice-Scrabbler Jerky...
Yuck!

UPDATE: This was a typo, you can still get augment slots in 1.2
Quote: Originally Posted by GeorgZoeller View Post
The blog is incorrect, my fault. We'll update it.

You will still be able to crit on the creation of implants.

Sorry for the confusion.

Kolreth's Avatar


Kolreth
03.21.2012 , 09:24 PM | #2
Wow, totally lame. The only money maker we have is implants with augment slots.

Altyrell's Avatar


Altyrell
03.21.2012 , 09:58 PM | #3
Any chance it might be a typo and he meant to say augment not implant or something you aren't seeing?

daMarek's Avatar


daMarek
03.21.2012 , 10:39 PM | #4
Don't think it's a typo, because then it would be the same behaviour like now. Currently crit crafted implants come with an augment slot.

Akash's Avatar


Akash
03.21.2012 , 10:44 PM | #5
Like watching a train wreck....
Memnon - 50 Commando ~ Untagonis - 50 Juggs
Adepta - 50 Sniper ~ Khatovar - 50 Sin ~ Varpaal - Mid level Sin
Antagonis - Mid level Operative ~ Jenize - Mid level Sentinel
Osanobua - Mid level Merc ~ Ka'Tahar - Mid level Juggs

chrisftw's Avatar


chrisftw
03.21.2012 , 10:47 PM | #6
and yet when seers all around except those who've actually played on the PTS have said their healing is now worthless.

when a player on the PTS has already proved that its actually more viable just slightly harder. what's written can read a lot differently than it plays. and you have NO IDEA what they have in store for the future of crew skills.
Tell me more Brotholomew.

daMarek's Avatar


daMarek
03.21.2012 , 11:08 PM | #7
How about some Womp-Rat Kabob

Holinyx's Avatar


Holinyx
03.21.2012 , 11:10 PM | #8
you only get one with an aug slot like 1 in 10 attempts, so how does this matter?
Not all Bounty Hunters die screaming like a 4 yr old girl.

Asavar's Avatar


Asavar
03.21.2012 , 11:11 PM | #9
Welp, Biochem was fun while it lasted... GG Bioware catering to the pvp baddies.

CeruleanNite's Avatar


CeruleanNite
03.21.2012 , 11:12 PM | #10
Quote: Originally Posted by chrisftw View Post
and yet when seers all around except those who've actually played on the PTS have said their healing is now worthless.

when a player on the PTS has already proved that its actually more viable just slightly harder. what's written can read a lot differently than it plays. and you have NO IDEA what they have in store for the future of crew skills.
Yup, normally when I see 1.2 nerf threads, regardless of what they are, I tend to ask, Have you tried it on the PTS yet?

Normally the answer is no. People are just throwing a fit about changes without trying them to see if they are as bad as they think they are listed.

So people, stop complaining. Get on the PTS and test these things for yourself to see what the changes really are.