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Slicing NERF!


Brex's Avatar


Brex
12.27.2011 , 09:56 AM | #11
I've been using slicing since I started my character on the first early access day. I'm only level 39 at the moment, haven't to much real effort into it cause my guild is a bit behind me.

When I logged out last night I was at about 507k credits, most of which I assume came from slicing. I have spent a fair amount as well and am still at that amount. I know I do get quite a bit from grey/green items I sell off and from quest rewards. But I'm not at end game to see how the income flows at those levels, any insight would be great?

I even got most of my guild to pick it up to help them make a bit of credits while they level.

I'm wondering how bad this Nerf really is. If it's to much I'll just drop it for my main crafting skill. I did get the skill to max (400), so would hate to drop it early (not being at 50).

Sarcen's Avatar


Sarcen
12.27.2011 , 09:57 AM | #12
The slicing nerf is fine, but honestly I think that slicing is a badly designed skill in itself, because to be honest no crew skill should drive a direct profit without the use of the rest of the community. So if you ask me, they should remove lockboxes alltogether and give them something else instead... something they can sell\trade whatever.

Brex's Avatar


Brex
12.27.2011 , 10:00 AM | #13
Quote: Originally Posted by Umpire View Post
Were there any numbers on how hard it's getting nerfed? I'm 400 and the biggest gain I ever got was 5K (6k minus 1k cost). Thats not ridiculous. Is it garbage now?
I have gotten some blue quality lock boxes from time to time and they could have as much as 7k+ in them. Granted I only saw this a 2-3 times but it was still a bit of a jump in my credits.

Auberan's Avatar


Auberan
12.27.2011 , 10:02 AM | #14
It is hardly as if slicing is incredibly over-valuable now, I have spent many hours of mission time on slicing missions, forgoing another crafting skill on one of my characters, in return I have about 140k after getting to about 380 slicing -- hardly game breaking. Had they gone about fixing actually disruptive issues, like pvp health bars not working, non-functional follow and horrific (I mean horrific) UI and customization, it would sit a little better with me. However, the amount you could make from slicing was hardly worth prioritizing above any of those issues.

If you nerf the monetary rewards of slicing to nothing, I fail to see the point of the skill... Hopefully it won't be as bad as they made it sound on the patch notes.

gumnutza's Avatar


gumnutza
12.27.2011 , 10:02 AM | #15
Quote: Originally Posted by Sarcen View Post
The slicing nerf is fine, but honestly I think that slicing is a badly designed skill in itself, because to be honest no crew skill should drive a direct profit without the use of the rest of the community. So if you ask me, they should remove lockboxes alltogether and give them something else instead... something they can sell\trade whatever.
I am confused too, slicing doesn't return anything but money and augments. The augments seem fairly useless and if slicing doesn't give you a return on your mission cost investment, then what is the point?
.

Proppa's Avatar


Proppa
12.27.2011 , 10:03 AM | #16
Well, I thought it was a needed change. I took splicing upto 200, then changed it when I realised I picked up the wrong skills. I'm now 370 Synthweaving, 360 Archaeology and 355 Underworld Trading. I've had people bragging about how much they've made in splicing etc. Yet I have at most 10k in my inventory because of leveling the skills and sending my companions on missions, aswell as buying the Synthweaving parts.

If the skill serves no purpose, then it shouldn't be in the game. If certain people are gaining large profts from splicing, whilst other more important crafters tick over, then how is that fair?

JamieKirby's Avatar


JamieKirby
12.27.2011 , 10:04 AM | #17
Quote: Originally Posted by Sarcen View Post
The slicing nerf is fine, but honestly I think that slicing is a badly designed skill in itself, because to be honest no crew skill should drive a direct profit without the use of the rest of the community. So if you ask me, they should remove lockboxes alltogether and give them something else instead... something they can sell\trade whatever.
I see a flaw in that statement, you might be correct that crew skill should gain a profit via the interaction of the community, but what you are not taking itno account is the cheapness of the community.

If an item is worth 10,000 credits, plays will refuse to pay it and will ask for it for like a maximum of 1,000 credits and when they sell something similar, they try to sell it for 50,000 credits, it happens all the time.

What is it people say? Buy low, sell high? that ruins the community and the economy, i know for sure if slicing is THAT bad, i will drop it and not bother with any crew skills at all, because the cost increase of skills are WAY too high, not sure how crafters keep up to be honest.

Grimmas's Avatar


Grimmas
12.27.2011 , 10:08 AM | #18
Quote: Originally Posted by gumnutza View Post
I am confused too, slicing doesn't return anything but money and augments. The augments seem fairly useless and if slicing doesn't give you a return on your mission cost investment, then what is the point?
Actually, slicing also has a chance to return blue/purple mission discoveries, which can be quite useful. So it's not entirely useless past augments and lockboxes.

Overall I'm not sure why this nerf was needed - I am sitting on 1 million credits here and only about 200k came from slicing, I recon. Most of my income comes from quests and vendoring loot, with a good chunk from selling items on GTN. I'll reserve judgement until I see the new slicing in action, though.

Brex's Avatar


Brex
12.27.2011 , 10:08 AM | #19
Quote: Originally Posted by Sarcen View Post
The slicing nerf is fine, but honestly I think that slicing is a badly designed skill in itself, because to be honest no crew skill should drive a direct profit without the use of the rest of the community. So if you ask me, they should remove lockboxes alltogether and give them something else instead... something they can sell\trade whatever.
I don't totally disagree with the part about the community. However, it's not just lock boxes. I have gotten several schematics for cyber tech. Some of purple quality. Those I can sell to the community. As well as augments, though as mentioned they probably don't sell as well.

I sometimes feel Slicing only exist to make money, provide schematics for cyber tech and augments for critically crafted gear. If they did nerf the lock box part in to the ground then it is only fair that, finding schematics and better quality augments be increase to some degree. Maybe the fix is to make augments better or more needed.

sagajin's Avatar


sagajin
12.27.2011 , 12:45 PM | #20
your actualy loosing money now sending them on misions