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Crew skill at the moment


HellFlame

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How it works at the moment:

 

Actually there are 3 types of endgame items which get traded. earpiece, implants and modifications (augment, mods and enhancements). This exactly affects just 2 of the crew skills you can learn.

 

Synthweaving

Just one time for force users to craft the rakata bracer & belt.

 

Armormech

Just one time for the non-force users to craft the rakata bracer & belt.

 

Cybertech

(5 min cd granade).

Columi earpieces.

 

Biochem

Stims, Medpacs, Adrenals and Columi implants (if you take a closer look you would notice that some columi stuff with augment slots are better than their rakata version).

 

Armstech

Useless.

 

Artifice

Useless.

 

Instead of nerfing all crew skills beyond useless you should actually improve some of them. Those biochem nerfs are killing the crew skills more than you think, because if you nerf biochem any further no crew skills would actually be useful.

 

Oh and dont come me with your "i got that crew skill and i make a lot of money" or something. As we all know there are a lot of people out there who love buying useless crap.

 

How it should work:

 

Synthweaving

Rakata belt & bracers tradeable.

 

Armormech

Rakata belt & bracers tradeable.

 

Cybertech

Granades tradeable and no cybertech usage.

Columi earpieces & release the schemantics for the 22+ mods.

 

Biochem

Stims, Medpacs, Adrenals (rakata version tradeable and buff above exotech & remove stupid biochem usage) and Columi implants (if you take a closer look you would notice that some columi stuff with augment slots are better than their rakata version).

 

Armstech

Give them the schemantics for 50+ mods...

(I dont know bioware hope you got something...)

 

Artifice

Schemantics for 50+ crystals which also can be traded.

 

So theres actually something useful you can trade and something i could spend my credits on. If you think it would ruin the game because everyone just "buys" those items then you should increase the value of them by just adding more requirements to craft those...

 

So everyone can pick the crew skill he/she wants and none of those crew skills would be "op" anymore.

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