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ZProtosss

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  1. Ow. As cynical as this is, this literally would do to Biochem what has been done to every other profession in the game.
  2. Bingo. Which is why the best solution is to give other people access to the reusables, but to do so in a way that maintains demand for biochem products in the long term. Thus the idea of reusables with a several day timer (feeds demand, but allows non-biochems to compete on a somewhat even level.)
  3. Because crew skill missions still cost quite a bit of money, there will never be a point where spamming blue adrenals is going to be something anyone does. Ergo, the only people who will be using adrenals in pvp (barring a change made like in the OP or making them dramatically cheaper) will be people with the reusables. Biochem isn't fine, and it won't be left alone. The question is how to change it so that people who have biochem can be happy, while at the same time not keeping a gross imbalance that's obvious to everyone.
  4. Adrenals are a lot of the problem with biochem. Much more than medpacks and buff stims are. Just because of the simple fact that while you can conceivable make a usable stack of stuff for the others, you can't really use consumed adrenals regularly as its way too cost prohibitive. And Adrenals are what are ridiculously strong in pvp right now.
  5. You should be for this as someone who has biochem. Being against it because you want to preserve biochem's advantage or because you think it'll somehow get evened out will just result in Biochem getting nerfed without any sort of market consumables to compensate. This solution fixes the balance issues and gives biochem a consistent way of making plenty of cash off the AH. It's win/win, for non-biochem and biochem alike.
  6. This thread offers a solid middleground solution on reusable biochem materials: http://www.swtor.com/community/showthread.php?t=165261 It's TLDR is making the epic (non-rakata) biochem consumables reusable with a three day timer after the first use. It gives the utility of reusable biochem items to other classes, while at the same time opening up a sustained market demand for biochem items.
  7. Please see this thread: http://www.swtor.com/community/showthread.php?t=165261 There is a workable middleground. All that needs to be done is changing epic consumables into consumables that can be used by everyone, with an expiration timer of X amount of time after the first use. Biochem can keep its permanent consumables, and can actually profit by selling the 2-3 day reusables to the rest of the game.
  8. The main balance complaint with Biochem centers around how powerful unlimited stims/adrenals/medpacks are in the current game. The main market complaint with Biochem is that the materials produced are not attractive enough for anyone to buy except perhaps raiders. You can solve both complaints with one change: Make artifact (non-rakata) biochem recipes usable by all, and make them timer based as opposed to permanent. As an example of this change, I'll bring up a current epic stim: http://www.torhead.com/schematic/4BV32ul/reusable-hyper-battle-fortitude-stim With the new biochem change, the description on the stim would be: "This marvel of biochemical engineering lasts for three days after its first use." "Use: Increases Endurance by 104 and Defense by 43 for 60 minutes. Only one stimpack can be active at a time." This change makes it so that the perk of permanent consumables for Biochem isn't overpowering (though not having to constantly buy for yourself is still extremely nice), and makes it so that most characters will always want to have epic consumables on them - which results in constant market demand. How long to make the timers for proper balance/demand would of course be up to refinement. You could even extend the timer system to certain blue items (like adrenals) in order to prop up demand for them. If you're reading this thread and like this solution, add a +1 to it - the bigger the thread gets, the bigger the possibility of this change being implemented
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