Bio Engineer Archive
Thread: Gameplay and Balance
Brutha wrote:
I love it, its only a shame pets are unpopular so no one ever wants my wonderful creations!
You know, I think this is a growing issue for us. Pets have been nerfed to near uselessness at this point. There is nothing a pet can do that a well built character can't do better. A large portion of the CH population has moved on becuase of it. I've done frequent searches for CH's in the last couple weeks and for the most part, my searches come up empty. Not only is full half our skillset based on clones, but items from the tissue line are also geared toward this dying profession. Some are holding out for the combat rebalance in hopes it will bring some usefullness back to this professions. If that doesn't happen something needs to be done to bring people back into what should be a large portion of our customer base.
NancyJ wrote:
Unfortunately I think this issue is only going to get worse in the next couple of patches - no more hologrinders will probably mean the daeth of the CH profession especially with such a large slant on jedi PvP
![]()
As both a BE and a CH it is sad. I can never find a fellow BE to either train or get trained from. There are a few still on Eclipse (which is where my BE/CH is). I just cant afford to buy pets from any of them. That and I never see them. Hopefully we will get something good for us soon.
Am I the only person in this game that DOESN'T want a Jedi?
No jedi here either just the ability to make something worth while.
Tissues, we have two sets of the same tissue when we only really create one. Why would anyone want to create an item with +5 to it instead of a +15. Even if you are capping abilities the inherent effectiveness of higher tier tissues automatically give you that +5 bonus WITHOUT having to hunt down the best meats/flora.
Eggs, fish, mollusk. I cannot stress enough how much of a drag this is. This afterall, is a game, not a job. Why cant we have a fish NET or mollusk TRAPS. It angers me so much to have devs state that they dont want to give us these abilities when it would take away dependancy from other classes. Tell you what, this is not EQ, if a person does not like a class they can drop it and master something else in a week of pure grinding. I have tried to look for people to gather meats/hide/bone/fish/mollusk for me. I cant find ONE. I offer 40cpu for certain organics yet I dont get any takers. So how is giving us these tools something that would be a detriment to another class when those classes dont want to do it for us even when they are well compensated.
Food additives, when was the last time any of you got an order for anything other than nutrients? Give the supplements some addition that would make a chef the need to make four dishes with different stats.
There are more but for now this is all I have to give.
MonsterMagnet wrote:
Tissues, we have two sets of the same tissue when we only really create one. Why would anyone want to create an item with +5 to it instead of a +15. Even if you are capping abilities the inherent effectiveness of higher tier tissues automatically give you that +5 bonus WITHOUT having to hunt down the best meats/flora.
It's easy to think of every BE in terms of a master BE now, but at least originally that was not the case. I spent a couple of months as a novice, and for the longest time I was thrilled to death to create +6 and +7 tissues. Having the two tissue tears is also very good for novices because it means that they don't need to expendthe same amount of materials as a master to reach "their maximum" bonus. If for example there were only enhanced myoflex, not regular myoflex, then a novice be would actually be searching for eggs just to make a +5 tissue (doh!) which is not really fair to them.
But what with all the cheating, err, I mean macroing, that we have now, and people counting the novice period not in terms of weeks and months but in terms of hours, perhaps this is no longer a concern ![]()
NancyJ wrote:
Unfortunately I think this issue is only going to get worse in the next couple of patches - no more hologrinders will probably mean the daeth of the CH profession especially with such a large slant on jedi PvP
I am a lifelong CH. I will never drop it. I also have a master BE alt, as evident in my signature.
I have the one and only suggestion that I can see to enable the survival of the CH profession, and the validity of the entire clone line of the BE profession:
MEDIUM ARMOR PETS
Before you sigh and complain, realize that the "new" crafting system that they pushed live for that one fateful day before removing it via hotfix because of the overwhelming complaints about it actually made this possible. One enterprising BE on one server was able to continually boost the fortitude of his pets through multigenerational resampling (and the way the new experimentation worked), enabling him to hit the magic 1000 fortitude and create a medium armor 60% kinetic resist pet of doom. If I recall, it was aprox. level 50. A forum search would probably find his screenshots/thread, he even sold some on his galaxy trade forum but my time is limited at the moment so I can't find it.
I have attempted this on live, and it is really impossible in the current crafting system. At best, I can boost the fortitude by 50ish points, but usually I end up with a pet > CL 70 also, and thus unusable. I can't hit 1000 fortitude by any means. However, if there was a way to revert the clone crafting back to the "new" system, it would make this difficult, but attainable.
Medium armor pets would draw people back to the creature handler profession, and the bio-engineers would make money from this as they are the *only* way a CH could get such a pet. All tamables have either no or light armor, so there would be no financial competition in that sense. BE's would be the ONLY source of such a pet, and the market would surely grow.
Probably an unrealistic dream, but my $.02. Thanks for reading.
NOTE: another thing I've been talkin with other 'former' CH about, is the Attacks as well. The numbers are lookin impressive for our creatures at certain lvls. BUT, with HIGH HAM and/or HIGH RESISTS, alot of times we lose certain attacks, or cant even get some to stick in the cloning process. (ex. open wounds, plague strike)
Just a little insight from a few former CH and a Vet.
-=Dak'Lar=-