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A thought on balancing Crew Skills


Venea

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ArmorMech: Additions/Can do: Can add augment slot to all (3?) pieces of own and companion armor. (300+?), Adding Armor Plating in Aim and Cunning flavors.

Possibility?: Better self only Armor Mods (Aim/Cunning flavor) (Improved (type) Armoring? Come up with some snazzy prefix.) I leave this as a possibility because this version of ArmorMech has quite a bit of functionality already, as well as self power increase in adding augment slots to their own armor, though the number is still yet to be determined as balanced.

 

ArmsTech: Additions/Can do: Blaster Barrels for all. Add augment slot to self and companion weapons (blasters) at 300+. Better self only barrels.

 

Artifice: Additions/Can do: All color color crystals (200+ skill) (purple, cyan, orange, maybe Dark Sabers at 350+?) , Lightsaber Hilts for all, offhands for all, Add augment to own lightsaber (and companions) at 300+, Better self only crystals and hilts (Artificer's item name? Or some better prefix.) I leave the better self only color crystals and hilts here because some artificers will only see use of one extra augment slot. Though since some (marauders) can get two, I'd be content with it being an Either Or case.

Possibility?: Lightsabers before 400 skill? This may be unneeded, since customized lightsabers are all over the place.

Removing from current iteration: Enhancements (Moved to Cybertech)

 

Biochem: Additions/Can do: Restore BioChem to it's original state

 

Cybertech: Additions/Can do: Adding Enhancements from Artifice. Still makes Mods. Earpieces. Starship Upgrades. Droid parts (There are 2 combat droid companions) .Grenades for self. Self Speeder bikes.

Possibility?: Better self only Enhancements and Mods (Insert some spiffy prefix here) We have a LOT of functionality in Cybertech already, and with the self only grenades and speeder bikes, giving more self only might be overpowering. On the other side of the coin, however, are the grenades ENOUGH of a self only benefit on their own, since speeders don't really provide any combat edge like mods and enhancements?

Removing from current iteration: Moving Armor Plating to ArmorMech and Synthweaver

 

Synthweaver: Additions/Can do: Can add augment slot to all (3?) pieces of own and companion armor. (300+?). Adding Armor Plating in Strength and Willpower flavors. (Synthwoven (type) Armoring)

Possibility?: Better self only Armor mods (Strength/Willpower flavor) I leave this as a possibility because this version of Synthweaver has quite a bit of functionality already, as well as self power increase in adding augment slots to their own armor, though the number is still yet to be determined as balanced. (Yes, I copy/pasted from ArmorMech, because it's the exact same reason)

 

To elaborate on my idea of "Better self only (Item Modification type)", take for example Resolve Hilt 15. "78 weapon power, 13 endurance, 19 willpower. Requires level 35". The self only version would be a BoP Artificer's Resolve Hilt 15. I opted to push it 2 tiers up, so it would be "86 weapon power, 16 endurance, 23 willpower. Requires level 35". Same stats as Resolve Hilt 17, but with the lower level.

Same thing with all the other Self Only Item Mods.

 

For anything that adds an Augment slot, it binds the item to the player, so you cannot sell "Modified" items. Critical success adding an augment slot remains unchanged.

 

Regarding adding more color crystals. This would not HAVE to involve adding more harvest nodes, nor adding more "Pristine color gems" to Treasure Hunting. Instead let it consume a number of already existing color gems (I know, I know, that's not how it works in the lore, but I'm trying to save some work for both players and Devs). So if a Red Color crystal uses 3 Red gems, let's say a Purple Color Crystal will use 2 red, 2 blue. Or even 3 red 3 blue.

If it absolutely needs to stay rare, make it Bind on Pickup. Then the elites have their special color, but those truly dedicated to the lightsaber craft can have their preferred color as well.

 

As a final note. ALL my self only bonuses, from the better Item Mods, to the augments, to thing that are already BoP..... all of them need a skill check like BioChem has now. Make it part of the loading process, preferably. If the skill is dropped after equipping, on the next Skill Check, the offending modification is removed and placed in Inventory (Item Mod is removed from armor, leaving an empty spot. Augment slot is removed, placing the augment in inventory). If this is not possible, the item is considered Broken until the offense is remedied (Item Mod is removed.... I'm not sure how to fix it in the case of a offending Augment Slot). This is a necessary step, but for reasons I do not wish to state to the public.

 

That's all I have, I think. Here's hoping I can get some feedback from a Dev, preferably ones that work on Itemization and Balancing :D

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I wish to alter my idea to include this one. http://www.swtor.com/community/showthread.php?t=209899

 

Separate Color Crystals into two types: Statless Color Crystals, and a new item, Power Crystals, or Focusing Lens, or whatever you wish to call it. This will be the new source of the stats for the item. This will let the player have their preferred color, while NEVER having to accept reduced stats for it.

Immediate benefits include the Yellow Darkcore pre-order item, and the Green Darksaber item given to Razor owners.

Further along, this can add more colors while keeping the database smaller. As opposed to level 14 Red Crit, Red Power, Red End, Blue Crit, Blue Power, Blue End, Green Crit, Green Power, Green End (9 for those that don't want to count :p)... we have Red, Blue, Green, Crit, Power, Endurance (6). As more color crystals are added we have even more Database savings. Moreso, we need only one Red color crystal for levels 1-50, rather than 2 or 3 every 4 levels or so.

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Basically I like the idea of adding augment slot for Armormech and Armstech - but I see a huge imbalance. You see, as Armstech you build weapons and a character/companion will have up to 2. So there are 2 possible augment slots available. As Armormech you can have at least 4 (head, torso, legs, boots) and eventually even bracers, gloves and belt. That's 7 augment slots opposed to 2... That would be a good reason to drop Armstech actually.

EDIT: Who crafts shields?

 

 

But I have a suggestion on my own :)

Armstech could get some kind of buffs (could even be an active skill) to weapon damage (something between 1%-5%, so that there is an notable advantage but nothing unbalancing), similar to the buff every class has. This could even be a group buff, so it would make sense to get every crafter into the raid at least once.

Armormechs could accordingly increase armor rating/defense by the same amount.

 

I'm pretty sure we could derive something similar for the other crafters.

 

EDIT (just made up some possible buffs):

- Artifice: Maybe increase Lightsaber damage

- Synthweaving: Increase Force power

- Cybertech: Increase Tech power

- Biochem: Increase Healing (maybe received only)

Edited by Aiwan
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1) For Augments on armor, that's why I was thinking limiting it to either 2 or 3 pieces (Chest/Legs, or Head/Chest/Legs)

 

2) Artificer creates Aim Shield/Generator, Strength Shield/Generator, and Will Focus. There are no schematics for Willpower Shields (though I've heard rumor that some schematics for them DO exist as world drops)

 

Back to Augments, for weapon crafters it all depends on your class as to how many augments you get, really. Marauders (Sentinels) would get twice the benefit than anyone else from Artifice, while Mercenaries (but NOT commandos) would get double the benefit from ArmsTech.

 

But then again, ANYONE can currently get a lightsaber with an augment from a 400 skill Artificer (provided the Artificer gets lucky. And at 3 Biometric Crystal Alloy per lightsaber, expect to pay more than just a pretty penny for just one of them.)

 

Glad I finally got some response to this, and I enjoy the chance to bounce ideas around.

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