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Posted

So with Biochem being the preferred end game crafting skill I wanted to look at the possibility of suggesting a few changes to balance out both the skill advantage and the economic balance with all the skills involved.

First off all other skills should have an level 400 required bonus item like the reusable biochem objects. This should balance out the advantage biochems currently have for example:

 

ArmorMech: End game gear that are at least as good as some of the hard mode drops. Usable only by 400 ArmorMech

ArmsTech: End game gear that are at least as good as some of the hard mode drops. Usable only by 400 Armor Tech

Artifice: End game items that are at least as good as some of the hard mode drops. Usable only by 400 Artifice

Biochem: Stays the same

CyberTech: Speeders that can reach 5-10% faster speeds than anything that can be acquired by normal means.

So on.......

 

What you would see would be many classes dropping BioAnayl/Diplomacy once they are 400 and set with reusable's and picking up other class skills for the 400 buffs. Hybrid Class skill builds.

 

For the ones who keep the resource gathering would see an increase in supply and demand on the AH and would see a influx of funds from the returns.

This would in turn cause the necessity to reward the entrepreneurs with extremely expensive items that can be purchased via credits that could supply substantial buffs for the ones who kept the gathering skills. Give them a reason to stay a gatherer.

Posted
Cybertech can make Bind on Acquire grenades at lvl 50. I assume these are suppose the be the Cybertech equivilant of Biochem's perk. However, at a quick glance, I didn't see that these self-only grenades were really much better than the non-bound ones I can make.
Posted
Cybertech can make Bind on Acquire grenades at lvl 50. I assume these are suppose the be the Cybertech equivilant of Biochem's perk. However, at a quick glance, I didn't see that these self-only grenades were really much better than the non-bound ones I can make.

 

Unless the stats of the grenades are improved I dont see it being a factor. 5-10% speed increase over everyone however would be a nice increase making CyberTech worth picking up.

Posted (edited)

Here is an Idea for Cybertech 400

 

Cloaking devices that can be reusable for the Cybertech or blue made to hand out to people.

 

Think that would be a great thing for those class with out stealth.

 

Armstech could make a item like a stim but stacks to increase damage or crit or something

 

Armors could make armor upgrades that post armor or defense against fire or something.

Edited by Rejectoo
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