Smuggler Archive

Thread: Skill Points Change Proposal

BailorJayssek
Thu Aug 04, 2005 11:35 pm
#1

This is in regard to the number of skill points occupied by the full Master Smuggler loadout.


PROBLEM:


Getting smuggler requires TWO trees as prerequisites, AND they are in separate categories. That means we've expended 15 (novice brawler) + 15 (novice marksman) + 14 (pistols tree) + 14 (unarmed tree) for a total of 58 points BEFORE we can even spend the points to get our namesake. That sortof expenditure for a profession that is largely unusable at this point is unacceptable. So, this does one of two things:


1) It pigeonholes us. If we want to explore another profession, we're limited in what we can choose if we want Master level in it--hmm, pistoleer or TKM? Smugglers are NOT a powerful combat class by ANY stretch of the imagination. Our abilities that are considered "crowd control" are really just "escape hatch" abilities. "Most Effective Retreater" isn't on ANY military medals I've heard of.


So to be able to even HELP loot our slicing components, we're FORCED to take on another combat class (or just do without). And if we want ANY extra points for supplementary skills, we'd better pick Pistols or TKM, because any other profession will likely munch down our skill points before we could snag that Master box. If smuggler were powerful and popular (also read: Bounty Hunter), I could understand limiting our ability to cross-specialize too much. However, it is neither.


2) It limits our ability to enjoy functionality while retaining our profession (because enjoying functionality IN our profession is nearly impossible at this point). Other professions can achieve two elite masters and one basic master. I, as a Smuggler/Weaponsmith, can't seem to get enough points to add Master Artisan, Marksman, OR Brawler--whichare based off of profession prerequisites ANYWAY, and at least ONE of them should be completely reasonable.


Some professions require that the player be forced to make one their PRIMARY, which would limit the basic Master skill they would choose. No one "bounty hunts" in their spare time, so forcing that to take front seat isn't a problem. Smuggler, however, being "less than smugglish" shouldn't have the same constraint. I should be able to be an Artisan/Weaponsmith that occasionally works as a smuggler to move my (sometimes sliced) weaponry.


SOLUTION:


Find somewhere to knock off, say, 5 skill points. That would allow a Smuggler the chance to be Master Smuggler, Master (insert Profession with a one-tree pre-req), and Master (insert Brawler, Marskman, or lead-in tothe secondaryProfession).


This gives Smugglers just a BIT more flexibility to be effective in another area (which could even take our mind off the revamp) to account for the fact that our profession as-is just doesn't cut it for the number of prerequisites.



Brutus_TOD
Thu Aug 04, 2005 11:44 pm
#2


That is because we are a hybrid profession, not an elite one. In fact, before CU we had it best among the other Hybrid professions. BH's needed to MASTER Marksman and so did Commando. We had it made in the shade with the only Triple Master Combo (TKM/MSmuggler/MPistoleer).


In case you were not here in the old days the Hybrid professions are:


Smuggler (Unarmed and Pistols)


BH (Ranged Support and Scouting tree)


Commando (Unarmed and Ranged Support)


Combat medic (Medic tree and Ranged Support)


Squad Leader (Scouting tree and ranged support)


I think these are it. the rest are elite professions.



Message Edited by Brutus_TOD on 08-05-2005 02:46 AM



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FIGMO
Fri Aug 05, 2005 4:09 am
#3

That is because we are a hybrid profession, not an elite one. In fact, before CU we had it best among the other Hybrid professions. BH's needed to MASTER Marksman and so did Commando. We had it made in the shade with the only Triple Master Combo (TKM/MSmuggler/MPistoleer).


I have a TKM/Sword/Fencer triple master, 4 pts leftover.



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Makris
Fri Aug 05, 2005 11:19 am
#4






Brutus_TOD wrote:


That is because we are a hybrid profession, not an elite one. In fact, before CU we had it best among the other Hybrid professions. BH's needed to MASTER Marksman and so did Commando. We had it made in the shade with the only Triple Master Combo (TKM/MSmuggler/MPistoleer).


In case you were not here in the old days the Hybrid professions are:


Smuggler (Unarmed and Pistols)


BH (Ranged Support and Scouting tree)


Commando (Unarmed and Ranged Support)


Combat medic (Medic tree and Ranged Support)


Squad Leader (Scouting tree and ranged support)


I think these are it. the rest are elite professions. Except Jedi, They are UBER L337!!!




Message Edited by Brutus_TOD on 08-05-2005 02:46 AM





BailorJayssek
Fri Aug 05, 2005 7:13 pm
#5


So we've corrected terminology, but not addressed the point. Even as a "hybrid profession," we are still weak. Our ability to slice is all but impaired by unrealistic loot expectations. Our spicing is in no way useful, as only two spices in the galaxy matter, and the market is already so flooded with them. Our combat abilities have little to no meaningful effect when needed, other than allowing US to escape (which I DO NOT consider a combat ability). And the ability to buy and sell faction points is hardly enough to base an entire profession on.


I still hold out for the HOPE of more for smuggler. However, I don't think 5 skill points is much to ask in the meantime. After all, they just tinkered with skill points to aid entertainers when they nerfed their usefulness for BF. Smuggler came with basically a built-in nerf, give us a few more skill points to kick around.


At this point, what REASON is there toconsiderita "hybrid profession"? We're a hybrid of what? Marksman and Brawler? Tell me--wearing ONLY recon armor and based ENTIRELY on pistol fighting, is Smuggler in ANY way a viable Melee profession? The answer is clearly no, unless our "melee skill" is the ability to "take one for the team." At this point, the Unarmed tree is nothing but a skill point liability. It would be like requiring chefs to have the Carbines tree.


Now, we would ALL love to see Slicing/Delinquency turned into a combined "Contraband" tree to make room for a tree that provided melee abilities to validate our brawler skills, but I think that's far from happening. At this point, it wouldn't be so hard to chuck half a dozen skill points at us--wouldn't even have to change the Brawler requirement.


Smuggler should have the flexibility of being added to several other strong disciplines. I'm shooting for Smuggler/Weaponsmith/Artisan, not looking for an uber-fighter. Is it unreasonable to make and tinker with weapons and vehicles as a Smuggler?The obvious answer is Han Solo--but I'm not even looking for ship/vehicle slices.


Again, if smugglers were powerful, or if our profession were more engaging, or if the job were more lucrative, I could understand holding us back a bit. But as is, loosen up the constraints, no?

Spec-Ops
Fri Aug 05, 2005 7:21 pm
#6

well.. squad leaders arent really gods of combat themselves either..



DoltanReibisch
MasterSmuggler
CaptainoftheRogueEnforcer
Gorath
"DestroyallthatisEvil,soallthatisGoodmayflourish"
BailorJayssek
Fri Aug 05, 2005 7:43 pm
#7

This, however, is the Smuggler forum. Best to focus on one gripe at a time, I think.


But, even so, to tie it in--Squad Leader IS the sort of profession that should be "added on" to something else. You don't just "lead a squad" without some major combat ability. So, squad leader is something you take WITH a Master combat profession, and that makes sense. It would make no sense to be a Squad Leading Droid Engineer, would it? And leading a squad in ANY military involves the use of firearms--we don't send our military into battle under leaders with bats. So squad leader is not meant to be a "god" in combat, it's meant to turn Joe Master Rifleman into SQUAD LEADER Joe Master Rifleman.


But Smuggler is not primarily a combat-based profession, nor should it be. A combatant should be able to smuggle, but so should a merchant or engineer of some kind. I think Smuggler should be a "hybrid profession" in the sense that it is MORE flexible, not LESS. Sometimes in any arena, a "hybrid" is useful, able to take either path at certain junctures--but in the case of smuggler, "hybrid" means you're just "not good" in TWO areas.


The professions that make SENSE as hybrids:


Bounty Hunter--more than shooting, you've got to find the guy. Scouting and Marksman are ESSENTIAL to the sensibility of that profession. In fact, I think master marksman should still be required for this one, being as lucrative and powerful as it is.


Combat Medic--if you want pure medical skill, there's doctor/medic. But right there in the name? COMBAT Medic--you want to be able to heal AND fight. Makes sense as a hybrid.


Squad Leader--you should be able to shoot if you're leading a group made for shooting people. And you should be able to navigate if you plan to lead into hostile territory on widely varied terrain.


The professions that DON'T make sense as hybrids:


Commando--UNLESS they are given some melee "special forces"-type techniques, there's no reason for extensive hand-to-hand "training" (read as: "allotment of skill points"). Commandos, however, are NOT "special forces" in the game. They are "heavy weapons specialists." As such, forcing a hybrid makes no sense.


Smuggler--Fine, I understand forcing smugglers to use pistols (more easily concealed). AND we're given some okay pistol skills for escaping trouble, which fits with the job. But why unarmed? Everything ELSE in the profession is based on hiding or running, and a fistfight (and weak one, at that) is NOT the way to do those things. The pistol prereq is enough to ensure that a smuggler is able to work his way out of the occasional unexpected fight. Unarmed has no PURPOSE--especially if we're not going to be given a suckerpunch or eye gouge or groin kick attack ability to use with our "dirty fighting."


I don't think 5 skill points is much to ask for a profession as neglected as Smuggler. 58 skill points is too high a price just to get a profession that has no real impact, content, or combat/moneymaking ability on its own. And the nature of the Smuggler necessitates that the player NOT be FORCED into another combat profession--I'd wager MOST smugglers were just people that wanted to find ways to move illegal products they created or tinkered with, rather than guns for hire that also have storage compartments.

Duedroth
Fri Aug 05, 2005 7:51 pm
#8



FIGMO wrote:
I have a TKM/Sword/Fencer triple master, 4 pts leftover.




yes, and those are all "elite" professions, not "hybrid" professions.

Hybrid professions by nature take skills from different disciplines to combine in the profession. BHs use Scout and Marksman skills. Combat Medics use Medic and Marksman skills. Commando uses Brawler and Marksman, as does Smuggler. Squad Leader used to be Hybrid using Scout and Marksman, but now only requires Scout I believe.

Now, as long as we're a hybrid profession, I don't have a problem with it. But we don't have many if any abilities in Smuggler proper which stem from our Brawler prereqs. Fix this, which has been an issue since launch, and the skill points usage makes perfect sense.



Nathan Bluewater Smuggler and Captain of the Ivory Eagle
Oberon Bluewater Twi'lek Bounty Hunter
fireonice fireonice Dark Jedi Knight

A'idan Corso Merchant Extraordinaire
Behold an YT-1300 and the one that piloted it was Nathan and Vengeance followed with him.


WillburWright
Fri Aug 05, 2005 7:52 pm
#9

My opinion: Screw pistols pre req. We aint Han Solo. Place it into Ranged Support. Most of us are going to pick it up, anyway.... Also, Unarmed is there for the "Steet Fighting". In this game's present state, it doesnt make a lot of sense.

Drakenya
Fri Aug 05, 2005 8:16 pm
#10

Just my 2 creds ...

First, the devs need to keep balance. All profs need 2 low-lvl pre reqs, and hybreds need it from 2 different skill sets. If the dev's listened to everyones' gripes and made the game totally catered to the customers, we'd end up with: 75% uber-ultra-l33t jedis that are master saber/master defs/master healers/and have an extra 200 skillpoints to spend on powers and enhancer. The crafters would have only the best resoures, and the other combat profs would have equal skills to jedi, guns with the dmg of an ALR and speed/SAC of a pistol. If this happened, the game would be no fun, hence the balance. It may not be perfect, but its far from horrible.

As for the money, you can make a decent bit of cash as a smuggler. Sell slicing loot you converted from the not-really-a-revamp-but-a-not-so-great-slicing-change. Or slice guns for cash. A lot of 10k-25k slices add up over time. Or slice bases and charge a bit for your service. Or sell FP, a very nice way to earn money.

Also, you do have the option to play the char you want to, smug or not. If you don't like smug, play something else, this game has many choices. For every prof, you need to give up one thing to have what you want. If you have smuggler but do not like it, why are you paying to do something you do not like? I currently play a smuggler because it has some nice skills (mezs), I can slice for friends, and just like being able to call myself a smuggler. I know I could get better skills as a MPistols, but I give that up for fun.




The Few. The Proud. The Trolleone.

Drakenya - Master Smuggler / Elder Assassin / S. A. Ace Pilot
Raken - Commando / Elder Rifleman, Carbineer
Drak' - Bounty Hunter

The Original
Descrambler

BailorJayssek
Fri Aug 05, 2005 8:57 pm
#11


"First, the devs need to keep balance."


No one here has indicated otherwise.


"All profs need 2 low-lvl pre reqs, and hybreds need it from 2 different skill sets."


No one has contested this bit of information either, INASMUCH AS THE PROFESSION SHOULD SENISBILY BE HYBRID IN THE FIRST PLACE.


The problem is that Smuggler has thecost (penalty) of a hybrid, but without the appropriate benefit of a hybrid. It has become apparent that Smuggler will never receive the benefit, and thus I recommend that the penalty be mitigated (I'm not EVEN asking that it be REMOVED, please notice that). FIVE skill points, that's it. Removing brawler prereq would be giving us 29 (14 in unarmed + 15 novice brawler). I'm only asking five.


That allows a Master Smuggler to take on a Master Elite profession and that Elite's subprofession. It makes smuggler what it SHOULD be as it is currently represented in gameplay--an 'added certification' appended to another profession. It is of no use as a PRIMARY, but rather as a SUPPLEMENTARY. Therefore, I would, for instance, be a Master Artisan/Weaponsmith who also smuggles masterfully. Someone else could be a Master Carbineer/Marksman who also smuggles. Another could be a Master Doctor/Medic who also smuggles.


"Hybrid professions" have added 15 more prereq skill points because they are meant to be specialized, self-sufficient professions (reasonably speaking). Elite professions have 15 fewer prereq skill points because they are more specialized professions, requiring some OTHER skillset to achieve any degree of self-sufficiency. Smuggler should NOT be a hybrid profession. There is no benefit to justify the added cost, and there is no self -sufficiency. But even then, just another 5 points would balance it out for Smuggler (then you can deal with Commando).



djlowballer
Fri Aug 05, 2005 11:42 pm
#12

most effective retreater not on any medals.

rofl rofl hahahhahahahahhaha
Duedroth
Sat Aug 06, 2005 2:22 am
#13

In early Beta and also in the original strategy guide Smuggler prereqs were Marksman Pistols and the Business line of Artisan. Then it changed to Business, Pistols AND Unarmed. Then the Business line was dropped. Just a little tidbit of useless information.



Nathan Bluewater Smuggler and Captain of the Ivory Eagle
Oberon Bluewater Twi'lek Bounty Hunter
fireonice fireonice Dark Jedi Knight

A'idan Corso Merchant Extraordinaire
Behold an YT-1300 and the one that piloted it was Nathan and Vengeance followed with him.


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