Typheran Posted February 2, 2012 Share Posted February 2, 2012 (edited) Hi all, I have seen the recent patches and read many many forum posts about Biochem and it's FOTM syndrome. As a 400 biochem I would rather not get nerfed into the ground because the other crew skills arent as polished. So.. I thought of an idea. Biochems should be able to make a reusable, tradable medpacks/adrenals with a number of charges for a low amount of mats. Think about it. With the number of Biochems on your sever cranking these out the price would be relatively low. You could buy 1 or 2 that you could use in PVE or PVE. Because the mat cost was low the prices would have to follow making them easy to get. You wouldn't have to dump your crew skills for biochem, because you'd be getting the same benifiet. Biochems would made money still without fear of overnerfing because other skills are lackluster. On a side note the reusable, BOUND biochem items should still be better than the tradable ones for balance. If not there wouldn't be a perk for being a biochem. What do you think? Everyone gets the same basic perks with really no down sides. Edited February 2, 2012 by Typheran Link to comment Share on other sites More sharing options...
Hajizan Posted February 2, 2012 Share Posted February 2, 2012 As long as the crafts are easy to level to cap and perks there will be a flavor of the month syndrome. Make crafting more time consuming to reach cap and get rid of bop items. No game has ever balanced crafting and crafting will never be balanced. As soon as Bw realizes that simple concept and quits trying to balance everything, this game will be a lot better. Link to comment Share on other sites More sharing options...
SodaOfYoda Posted February 2, 2012 Share Posted February 2, 2012 You're better off making prototypes. Limited number of uses, you get more if you crit the creation, and you gain typically an added duration bonus. They just need to evaluate the other crew skills and get some much needed love elsewhere. Armstech is a red head stepchild beaten to the corner of a dark room. I'm 400 Biochem as well. If they at least allowed me to refund two of my chars for the investment involved in Biochem as well as my main Biochemist for his schematics (so I can transfer to a mule) I'd be ok. We all know that isn't happening. I just wish patch notes for once would have changes to other professions instead of this relentless nerfing of Biochem for no other reason than popularity. Gee, I wonder why one would pick an actual useful crew skill that's beneficial all around. Link to comment Share on other sites More sharing options...
Shreddi Posted February 2, 2012 Share Posted February 2, 2012 (edited) If biochems could Not make reusable they would not be able to make them for anyone else to use. The time it takes to gather materials then create theire would be literally no time left to make biochem items (implants included) for guild or market sales. They probably took that into consideration when making the reusable decision. Edited February 2, 2012 by Shreddi Link to comment Share on other sites More sharing options...
Noobzorz Posted February 2, 2012 Share Posted February 2, 2012 Hi all, I have seen the recent patches and read many many forum posts about Biochem and it's FOTM syndrome. As a 400 biochem I would rather not get nerfed into the ground because the other crew skills arent as polished. So.. I thought of an idea. Biochems should be able to make a reusable, tradable medpacks/adrenals with a number of charges for a low amount of mats. Think about it. With the number of Biochems on your sever cranking these out the price would be relatively low. You could buy 1 or 2 that you could use in PVE or PVE. Because the mat cost was low the prices would have to follow making them easy to get. You wouldn't have to dump your crew skills for biochem, because you'd be getting the same benifiet. Biochems would made money still without fear of overnerfing because other skills are lackluster. On a side note the reusable, BOUND biochem items should still be better than the tradable ones for balance. If not there wouldn't be a perk for being a biochem. What do you think? Everyone gets the same basic perks with really no down sides. ATM the way they've built the game, I don't see a way around biochem nerfing. Crafting is too difficult and the game too top-heavy for the gear crafting professions to be any good (you would be lucky to get your hands on even two purples on your path from 1-60 in WoW at launch). Link to comment Share on other sites More sharing options...
Typheran Posted February 2, 2012 Author Share Posted February 2, 2012 If biochems could Not make reusable they would not be able to make them for anyone else to use. The time it takes to gather materials then create theire would be literally no time left to make biochem items (implants included) for guild or market sales. They probably took that into consideration when making the reusable decision. This just isn't true. With 5 crew members harvesting you can EASILY make a few stims for your OPS raid. I usually make prototypes, which take way too long to make, and have enough crew members left to farm mats. Having medpacks and adrenals with 2 or 3 uses that cost a small amount of mats would make it so people wouldn't have to have biochem just to have a keener edge in pvp or pve. Link to comment Share on other sites More sharing options...
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