Smuggler Archive
Thread: Unarmed Skill Point Requirements
Message Edited by WildBil2Me on 08-18-2004 12:24 PM
Problem is, making Smuggler more flexible just makes it easier to get some really powerful templates or very self-sufficient templates that are still powerful, etc.
Rather than changing the pre-reqs, which actually make sense, they just need to put some stuff in that uses both.
WildBil2Me wrote:
Adding the brawler skillset is as arbitrary as adding Engineer, Business, Surveying or camping.
Since it means so little to the final build... it really doesn't belong.
Message Edited by WildBil2Me on 08-18-2004 11:51 AM
actually, and while i realize the flaws in it, i think the logic here by SOE or the Dev's was to reflect the growing up of an aspiring criminal.
in the early days of being a thug, you know brawler and basic pistols. you know how to take care of yourself among the shady elements of the streets. as you grow in ability, you take on greater roles and earn more trust to start smuggling (i know, no actual smuggling). hence, the "RP" reason for having brawler.
don't misunderstand that i'm in agreement with it, i'm just stating that may have been the logic at the time for it.
personally, i don't mind the brawler pre-req. i do mind it's uselessness in the smuggler tree. i think content should be ADDED to support the brawlr skills we have picked up.