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Bioware - Can you comment on this?


-Shadowfist-

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Hey,

 

So there's a lot of concern about the perks from biochem and the, more or less, lack thereof for other professions.

 

I, personally, am on the fence right now. I've spent quite a bit of my money leveling my artifice and corresponding gathering skills to 400 and I don't want to drop it and lose the investment.

 

On the other hand, I'm seeing more and more of the perks from Biochem and realize that it's obviously the best profession... there's little reason to utilize the others any more.

 

Can you comment on this? Are there buffs coming for the other professions? Are there nerfs coming for biochem? A lot of us would like to know so that we can plan accordingly. I don't want to drop artifice for biochem, only to see a massive buff for artifice come a long in 2 weeks.

 

Thank you.

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Is this a serious thread? I ask since I find it very difficult to believe that no other crafting "profession" has anything that can help progress a character. Actually I know that is untrue as others do.

 

I would like to start by asking what these "perks" are that you speak of. Are they the purple re-usables that can only be used by Bio-Chemists? Or is there something else that you are speaking of? What is making this crafting choice so over powered that it needs to be nerfed?

 

I just saw in guild chat last night, an individual that is making his own mods, armor and so on. He is making a lot better stuff then is currently on the vendors and given out as rewards from missions. Is that a perk of that trade? Should that be nerfed?

 

If all of these cries continue, they might as well remove not just crafting all together, but a nice size portion of the player base. Some have already canceled their subscription due to the hit slicing took. (It needed balancing no matter how you look at it...it still needs to be fixed to boot)

 

When will any community stop and realize that they do not know what is best for any game and to stop asking for things before understanding what the possible out comes will be? I would love to see responses to my above questions as I am really curious to see how Bio-Chem is over powered.

 

Also, to all of the "I don't understand" threads about anything other then slicing, did any of these individuals actually test during beta or did they just go for the fictional "I-win" or "best" builds?

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Is this a serious thread? I ask since I find it very difficult to believe that no other crafting "profession" has anything that can help progress a character. Actually I know that is untrue as others do.

 

I would like to start by asking what these "perks" are that you speak of. Are they the purple re-usables that can only be used by Bio-Chemists? Or is there something else that you are speaking of? What is making this crafting choice so over powered that it needs to be nerfed?

 

I have to assume that you've not actually leveled anything to 400. Unfortunately, while the items you can make throughout the levels are comparable if not better than what you can retrieve from vendors, once you hit 50 that goes away. The items that artifice can craft at 50 are nice.. but a few hard flashpoints and all that gear you crafted becomes worthless. It doesn't give any "amazing" craft items that are superior to what you'd get from flashpoints. The relics we can craft (which should be the big perks) don't even have base stats on them.

 

As far as biochem... a medpack that heals fro 6k + 2k over 15 seconds along with amazing stat implants and 2 hour stims that last through death.... now THAT's a perk. Don't forget all the adrenals either.

 

It's just ridiculous to keep anything besides biochem for end game.. that's the point of my post. No, it's not a joke.

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Rehneu - obviously you aren't really aware of current crafting situation in Biochem, and armor+weapon-making professions, so, please, abstain from posting. Many folks would appreciate.

#

I'd much more gladly see material/armor crafting professions improved to match Biochem uniqueness, not Biochem nerfed in any way.

Biochem right now roughly represents my expectations towards all the other crafting professions, maybe with one exception: do not make crafters produce items that are bind on pickup or that require crafting crewskill to use like the re-usable medpacks do (what's a huge pointless limit to money-making value of this profession)

Edited by Sky_walkerPL
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I'd much more gladly see material/armor crafting professions improved to match Biochem uniqueness, not Biochem nerfed in any way.

Biochem right now roughl;y represents my expectations towards all the other crafting professions, maybe with one exception: do not make crafters produce items that are bind on pickup or that require crafting crewskill to use like the re-usable medpacks do (what's a huge pointless limit to money-making value of this profession)

 

I agree - I'm not calling for a nerf... I just want to know that bioware is aware of this problem and want to know what they're going to do about it before I make a drastic move like dropping all my crewskills. I, too, would much rather see buffs to the other crafting professions.

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I love watching the nerf train. First and second stop, slicing. Third stop, biochem. All aboard! Need more biochem threads!

 

Noone is complaining about Boi being to powerful. Its more the lack of the other crafting skills- though I think we should wait for the endgame/raiddrops of schematics maybe.

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Rehneu - obviously you aren't really aware of current crafting situation in Biochem, and armor+weapon-making professions, so, please, abstain from posting. Many folks would appreciate.

#

I'd much more gladly see material/armor crafting professions improved to match Biochem uniqueness, not Biochem nerfed in any way.

Biochem right now roughly represents my expectations towards all the other crafting professions, maybe with one exception: do not make crafters produce items that are bind on pickup or that require crafting crewskill to use like the re-usable medpacks do (what's a huge pointless limit to money-making value of this profession)

 

Attempting to call me a troll? That is laughable. Not understanding that my posting is asking a legitimate question as well as clarification of the views of the OP is indeed warranted. Your posting directly towards me with the assumption that I do not have a brain is indeed the prime example of something that should be refrained from having the submit reply pressed. Thanks for trying to be perhaps humorous though. Like I said, it was indeed laughable at best. :D

 

Now, if you did indeed understand what I posted, you would have actually had something to comment back to it like the OP did. I can 100% see where he is coming from as he did indeed clarify his concerns. I would like to make a couple of points on his response and then on your second part of your posting.

 

First, regarding the OP's response to my questions, if someone can indeed make much better items then what you can get from end game operations and flashpoints, would those said FP's and Ops not become obsolete and pointless to run if there are no rewards for completing it? You are also correct in saying that I do not have a crafting profession to 400. It is sitting currently at 395. Will be hitting 400 with it today. So with the point you made about the level 50 schematics, I can not comment on just yet, but should be able to take a better look at them to understand your point even further.

 

Now Sky-Walker;

 

Why on earth would you be asking for a re-usable med pack or stim or what have you, have all restrictions lifted just to be sold to others? Did you even think that comment through? To me, I would pick up said re-usables and never again purchase a thing from those crafters as I wouldn't need any reason to. I have everything I need right there and the best thing, they never run out. That suggestion alone is a NERF! Look at what you suggested. You state that you are not calling for one, yet you did exactly that.

 

I agree, bolster crafting across the board. Make each one viable even post-50. But do not, in any shape or form, start to eliminate any of them. That is what Sky essentially just suggested.

 

We can agree to disagree Sky, but that is where I think we will only see eye-to-eye within our postings.

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basically what we need are schematics for all crafting professions, which require ingredients only obtained through a combination of both high end pvp, and hard/nightmare operations/flashpoints.

 

the schematics would allow crafters to POTENTIALLY craft the best items in the game, however they would still need to go through all the raiding and pvp to get the materials that everyone else has to do as well, the items crafted would need to be bind on equip to keep the market alive.

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As far as biochem... a medpack that heals fro 6k + 2k over 15 seconds along with amazing stat implants and 2 hour stims that last through death.... now THAT's a perk. Don't forget all the adrenals either.

 

It's just ridiculous to keep anything besides biochem for end game.. that's the point of my post. No, it's not a joke.

 

Lets stick to the relevent facts? Bio chems don't get a 6k heal and amazing stats as a crafting perk.

 

Bio chems get reusable consumables which saves them gold. They also get a slightly better heal than standard.

 

These are nice, but not game breaking, insane and it doesn't make it rediculous to not have bio chem.

 

That said, other profs should indeed have some good perks of their own to balance things out. Again tho to counter that, we'll be seening lots of new crafting schematics over time, new weapons and armor etc. I doubt we'll see many new stims...

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Lets stick to the relevent facts? Bio chems don't get a 6k heal and amazing stats as a crafting perk.

 

WHAT IS WITH PEOPLE? DO YOU EVEN LOOK BEFORE POSTING?

 

http://www.torhead.com/schematic/fPfMQdp

 

Christ. NOTE: That's 6k PLUS 2k over 15 seconds. Arguably an 8k reusable heal.

 

ALSO, look up the TIONESE implants they can make. I'm pretty sure those are amazing stats. Here's even an example for you: http://www.torhead.com/schematic/bXr1Opd

 

Just stop posting. Seriously. You have no clue what you're speaking of. At all.

 

I can't believe people like that. They post as if they know what they're talking about when they very obviously don't. Uneducated dribble. /rant

Edited by -Shadowfist-
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Are the stims and medpacs from biochem actually better then what you can buy else where?

 

Becuase if not, isnt biochem just a 10% savings on credits?

 

That does not seem like a massive benefit.

 

What does biochem get thats unique that you cannot get elsewhere?

 

I know cybertech can make unique vehicles, thats cool, and in the long run more important then saving some credits.

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WHAT IS WITH PEOPLE? DO YOU EVEN LOOK BEFORE POSTING?

 

http://www.torhead.com/schematic/fPfMQdp

 

Christ. NOTE: That's 6k PLUS 2k over 15 seconds. Arguably an 8k reusable heal.

 

ALSO, look up the TIONESE implants they can make. I'm pretty sure those are amazing stats. Here's even an example for you: http://www.torhead.com/schematic/bXr1Opd

 

Just stop posting. Seriously. You have no clue what you're speaking of. At all.

 

 

 

as the above is fine and the implant is ok it's not great. and the med pack is fine bc anyone can use it it's a great tanking tool when your healer is oom.

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as the above is fine and the implant is ok it's not great. and the med pack is fine bc anyone can use it it's a great tanking tool when your healer is oom.

 

I give up. I can't fix stupid.

 

It's not usable by anyone. It's BoP, not to mention it requires biochem to use anyways.

 

Stop posting if you don't even understand the topic.

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i posted this in another thread but i think its relevant to make people understand why other professions are so bad. there seems to be a lot of people who dont really get whats going on

(ill leave it at that)

 

i guess my point is this

 

anyone who is hardcore, or has any sort of min maxing aspirations will choose a crewskill

(at least a crafting crewskill) based on one thing and one thing only

 

+ what will this crewskill give to me that i cannot get anywhere else?+

 

1. Biochem - reuseable stims and medpacks

2. cybertech - reuseable CC grenades

 

3. everything else - NOTHING because i can buy anything they can make off the GTN

 

and in my eyes, this is the problem. Removing something from this list only makes it shorter.

You nerf number 1 and it simply joins number 3

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i posted this in another thread but i think its relevant to make people understand why other professions are so bad. there seems to be a lot of people who dont really get whats going on

(ill leave it at that)

 

i guess my point is this

 

anyone who is hardcore, or has any sort of min maxing aspirations will choose a crewskill

(at least a crafting crewskill) based on one thing and one thing only

 

+ what will this crewskill give to me that i cannot get anywhere else?+

 

1. Biochem - reuseable stims and medpacks

2. cybertech - reuseable CC grenades

 

3. everything else - NOTHING because i can buy anything they can make off the GTN

 

and in my eyes, this is the problem. Removing something from this list only makes it shorter.

You nerf number 1 and it simply joins number 3

 

That's a great way to illustrate it. It's not that I'm looking for nerfs, I'm wanting to know "What are you going to give artifice that no one else has?" Give me epic crystals, hilts, and enhancements that are BoP with insane stats... or something, anything to make keeping artifice worthwhile.

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I called this way ahead of time. Well, technically so did others. Once Bioware caved like a #$%^ on the slicing QQ we knew it would really get started. Now that they know BW will give in to anything with the right amount of QQ you just watch. Biochem is next.

 

Grats guys, but hey could you go ahead and give us your plan of attack so that WE can plan accordingly since BW has made it clear the forum QQ dictates how they balance the game.

 

(oh, and slicing wasn't how I made my money. That's never getting out, and the others aren't telling because we know exactly what will happen. )

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I called this way ahead of time. Well, technically so did others. Once Bioware caved like a #$%^ on the slicing QQ we knew it would really get started. Now that they know BW will give in to anything with the right amount of QQ you just watch. Biochem is next.

 

Grats guys, but hey could you go ahead and give us your plan of attack so that WE can plan accordingly since BW has made it clear the forum QQ dictates how they balance the game.

 

(oh, and slicing wasn't how I made my money. That's never getting out, and the others aren't telling because we know exactly what will happen. )

 

One of my guildmates made 1.5 million credits over a few days with no effort whatsoever other than opening lockboxes. No trading, no investment in items that you then have to break to MAYBE get a new recipe that is still not worth the effort, no effort other than clicking "Slicing" with his crew. 1.5 million (this is an amount I will never see as a synthweaver). If you don't see an issue with that in comparison to the other crew skills, you're being willfully ignorant.

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One of my guildmates made 1.5 million credits over a few days with no effort whatsoever other than opening lockboxes. No trading, no investment in items that you then have to break to MAYBE get a new recipe that is still not worth the effort, no effort other than clicking "Slicing" with his crew. 1.5 million (this is an amount I will never see as a synthweaver). If you don't see an issue with that in comparison to the other crew skills, you're being willfully ignorant.

 

1.5 million over 2 days. 48 hours. Averages to 31250 credits per hour if he played nonstop. Please, go lie somewhere else.

 

Aside from the obvious lie, you are right. Slicing was crazy money. I'm not arguing it was in a good spot. What I'm saying is that Bioware caved. They gave in, and everyone knows it now. They will cave on this too, and they will cave to the noobs QQing about trooper/bh and inq/con. They will nerf them just like they did slicing.

 

Think about it like a child (the forum) and a parent (bioware). If the child throws a fit and wants a cookie (qqing to get something nerfed) but you say no and stand firm on it, the child will eventually realize 'hey I won't get my way". If on the other hand you cave and give the child a cookie, guess what happens next time? Yep, the child throws a bigger fit. They know you will give in. Same deal with BW, and if you have some misguided hope that this time will be different...well you might as well give that hope up now.

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One of my guildmates made 1.5 million credits over a few days with no effort whatsoever other than opening lockboxes. No trading, no investment in items that you then have to break to MAYBE get a new recipe that is still not worth the effort, no effort other than clicking "Slicing" with his crew. 1.5 million (this is an amount I will never see as a synthweaver). If you don't see an issue with that in comparison to the other crew skills, you're being willfully ignorant.

 

He IS ignorant. He didn't bother reading the points where we clearly state that we're not looking for nerfs, we're preferring buffs to the other professions. And you're right - slicing was, infact, ridiculous.

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While I do not have Bio-Chem I would like to respond to some of the things people have brought up about the crafting issues.

 

First, as it has always been done in other MMO's it seems that nerfing is what is done to fix any balance issue. I personally would like them to only nerf something if there is no other option left on the table to fix the issue. As someone else suggested in a prior post, buffing up the others to even them out would be the way to go imo.

 

Someone did say to add some schematics to the others and that would be great, but, do not make them Bop. It always drove me crazy in some of the other MMO's that the great kick butt stuff I could make was always Bop. I hate Bop on crafting items.

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