Renlotho Posted January 2, 2012 Share Posted January 2, 2012 (edited) I want PvP gear to be moddable and expertise to be a craftable stat. Now before folks freak out about their hard earned gear let me qualify by saying said craftables should be valour gated. That is a 400 crafted could make expertise items, BUT they can only be equipped by someone with sufficient valour level. The components could further be only available through PvP vendors for merc/warzone commendations. I am on a PvP server and crafting will soon be pointless. If the system I'm suggesting were added then crafting would be again valued for end game PvP. Thoughts? Edited January 2, 2012 by Renlotho Link to comment Share on other sites More sharing options...
alienshirt Posted January 2, 2012 Share Posted January 2, 2012 I want PvP gear to be moddable and expertise to be a craftable stat. Now before folks freak out about their hard earned gear let me qualify by saying said craftables should be valour gated. That is a 400 crafted could make expertise items, BUT they can only be equipped by someone with sufficient valour level. The components could further be only available through PvP vendors for merc/warzone commendations. I am on a PvP server and crafting will soon be pointless. If the system I'm suggesting were added then crafting would be again valued for end game PvP. Thoughts? I agree 100%. Link to comment Share on other sites More sharing options...
Renlotho Posted January 2, 2012 Author Share Posted January 2, 2012 (edited) I agree 100%. Thanks for your support. It seems an obvious, and one would think easy to implement, suggestion that would help keep crafting relevant. Seems to me, the way to make crafting relevant is to have crafting mats and/or schematics drop in hard instances for PVE gear. For PvP have the mats from PvP vendors and be valour gated. That way crafting will remain relevant in end game and will still take skill to acquire. The mats and schematics are already bind on pickup for endgame PVE gear. Just make it so the best stuff for PvP and PVE are craftable items. Otherwise, just as in so many other MMO's, SWTOR crafting will become pointless. Don't repeat the same mistake of other MMO's. Edited January 2, 2012 by Renlotho Link to comment Share on other sites More sharing options...
AdonisVII Posted January 2, 2012 Share Posted January 2, 2012 (edited) If you notice, I believe all PvP gear has exactly 50 expertise. Everyone having a full set of PvP gear with therefore have the same amount of expertise. Since it increases your damage and healing as well as reducing incoming damage, I would say its safe to assume that it will always be more beneficial to wear PvP gear over non PvP gear. Because of this equality in stats, it serves as a nice tool with which to adjust overall damage/healing on a global scale if they wish to tune combat. I definately agree with you that 1) PvP gear should be more modifiable, and 2) there should be some modifications that allow non PvP gear, e.g. Oranges, to be turned into PvP gear. I would suggest that similar to how raid gear has the Hilt/Armoring locked in, PvP gear would have the same, and then have the Enhancement/Mod/Color Crystal be modifiable to better suit one's playstyle. I would also suggest the addition of Hilt/Armoring pieces, ideally both craftable and obtainable through PvP (the level of itemization through each method is open for debate), so that Orange items may be used in PvP on an equal level. While there is the possiblity of course for having Enhancement/Mod/Color Crystal slots with expertise, the point of expertise if I remember correctly is exactly so that you don't have the influx of high level Raid gear being better than PvP as has been the case in certain games. I strongly adhere to the idea that you shouldn't have to raid for the best PvP slots and vice versa. Edited January 2, 2012 by AdonisVII Link to comment Share on other sites More sharing options...
Renlotho Posted January 2, 2012 Author Share Posted January 2, 2012 (edited) If you notice, I believe all PvP gear has exactly 50 expertise. Everyone having a full set of PvP gear with therefore have the same amount of expertise. Since it increases your damage and healing as well as reducing incoming damage, I would say its safe to assume that it will always be more beneficial to wear PvP gear over non PvP gear. Because of this equality in stats, it serves as a nice tool with which to adjust overall damage/healing on a global scale if they wish to tune combat. I definately agree with you that 1) PvP gear should be more modifiable, and 2) there should be some modifications that allow non PvP gear, e.g. Oranges, to be turned into PvP gear. I would suggest that similar to how raid gear has the Hilt/Armoring locked in, PvP gear would have the same, and then have the Enhancement/Mod/Color Crystal be modifiable to better suit one's playstyle. I would also suggest the addition of Hilt/Armoring pieces, ideally both craftable and obtainable through PvP (the level of itemization through each method is open for debate), so that Orange items may be used in PvP on an equal level. While there is the possiblity of course for having Enhancement/Mod/Color Crystal slots with expertise, the point of expertise if I remember correctly is exactly so that you don't have the influx of high level Raid gear being better than PvP as has been the case in certain games. I strongly adhere to the idea that you shouldn't have to raid for the best PvP slots and vice versa. Everyone should have the same number of slots overall except perhaps dual wielders. In the case of dual wielders just lock it down on the off hand weapon other than allowing an expertise color crystal being slotted. If you tried to put a tricked out main/offhand in offhand game would just prevent it if it wasn't the special PvP offhand. That way you could have the same max gear as everyone else but it would be craftable. Sure make the stat adjustment always 50 or whatever for scaling, but let mods have the expertise slot and let them be valour gated. Edited January 2, 2012 by Renlotho Link to comment Share on other sites More sharing options...
Hett Posted January 2, 2012 Share Posted January 2, 2012 I'd like to see crafting more... entwined... with this game, your idea seems to fit inside my own: http://www.swtor.com/community/showthread.php?t=119681 Link to comment Share on other sites More sharing options...
Renlotho Posted January 2, 2012 Author Share Posted January 2, 2012 I'd like to see crafting more... entwined... with this game, your idea seems to fit inside my own: http://www.swtor.com/community/showthread.php?t=119681 I like your suggestions, the key is to make crafting relevant power wise. Currently vendor items AND high level drops are both superior and FAR easier to obtain timewise than a blue or god forbid purple mod. Link to comment Share on other sites More sharing options...
Hett Posted January 2, 2012 Share Posted January 2, 2012 Exactly. In a word, crafting is currently broken Link to comment Share on other sites More sharing options...
Renlotho Posted January 4, 2012 Author Share Posted January 4, 2012 I'm surprised people didn't chime in more here so I'm giving this a bump. Come on, you guys don't think crafters should have a crack at PvP gear? Link to comment Share on other sites More sharing options...
-Yume- Posted January 14, 2012 Share Posted January 14, 2012 I agree. This is a great idea to bring crafters back into the end game. In addition, I think it would be interesting if PVP gear were moddable so that the players could choose their own appearance (look) of their gear but still get the benefit of the PVP stats (if earned of course). I think it's quite boring to have everyone running around in the exact same armor. I love the moddable armor in the game. The fact that I can pick up a piece from a FP or a set that I really like and mod it as I level up is just awesome. It really sucks that I cannot do this end game because the best gear is not moddable. Okay so those are my two reasons for agreeing with this post. 1. I want crafters to be viable. And 2. I appearance gear. Link to comment Share on other sites More sharing options...
Pojee Posted March 6, 2012 Share Posted March 6, 2012 This is my first post on these boards...and this topic was enough for me to break my silence and post -- i love the idea and think it possibly could add something unique and innovative, not only to SWTOR, but to PvP MMOs in general. Currently, the only benefit to crafting armor is to save money while leveling and earn a little in the process. Once you hit level cap, crafting is pointless for character improvement and progression with the tiny exception of the 5 PvE pieces you can craft; and even then, once you craft those pieces most people who PvE and PvP unlearn it and get something more useful -- like BioChem. Producers and Devs should consider adding Armor, Item Mod, and BioChem schematics to the PvP Vendor and then add required reagents/materials that could only be purchased with commendations from the PvP Vendor; and/or add the mats to drop through diplomacy, underworld, or whatever makes sense. You could even dig a little deeper and have it so one can earn through rewards in WZs (same way medals are currently). Everyone's ideas in this thread would be a giant leap toward making crafting exponentially more relevant; and FUN to boot. You would balance out the number of people who PvP and have BioChem - because currently there is no point to having anything else; AND add a deeper element to theory crafting and eliminate some of the cookie-cutting that currently plagues most MMOs - IMO. Link to comment Share on other sites More sharing options...
Nippon Posted March 7, 2012 Share Posted March 7, 2012 Just remove Expertise full stop.... Since when in an MMO have two sides of a game been more separated than in this one....??? No player that has PVE'ed to 50 and competed there columi sets via HM Flashpoints should get walked all over, because some guy leveled in Warzone's with no armor repairs or loss of any kind.Just a constant stream of XP, Valor, And rewards... The System is wrong and the first thing that needs doing to fix it, is remove Expertise. Link to comment Share on other sites More sharing options...
HKtheindomitable Posted July 19, 2012 Share Posted July 19, 2012 (edited) Declaration: I up this thread. Edited July 19, 2012 by HKtheindomitable Link to comment Share on other sites More sharing options...
Goldenstar Posted July 19, 2012 Share Posted July 19, 2012 Declaration: I up this thread. Please don't necro threads from january Link to comment Share on other sites More sharing options...
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