Smuggler Archive
Thread: We deserve some minor changes.
Now, I don't begrudge the Bounty Hunters anything, but I just wonder at the fact that this somewhat major change can go in immediately and nothing Smugglers have been asking for all this time has been touched.
Maybe if the Jedi used spice and complained that it wasn't good enough... No, wait! They didn't like the new spice that was proposed by the Devs, so of course, no new spice. Can't wait for Publish 10 to be released so someone besides Jedi and those associated with the Jedi can get some attention (yes, we are all happy to get GreenMarine's attention, but it's attention for future, way future, results)... (and so I can get a Jedi of my own so I can really RP one.)
Heyas all.
When I read about the change to the Bounty Hunter prerequisite, I started thinking about some small changes that would improve the lot of the Smuggler; things that would tide us over until we get our Revamp.Stuff that would not be a revolutionary change, but add and enhance the abilities we already have, things that the Devs could give us relatively quickly.
Now, I do know that the Revamp has been discussed to death, and that there are other threads about this.This has probably been said before, but just let me speak my peace, and I will go back to lurking.
Dirty Fighting:
Put +5 to +10 points of both “Pistol Accuracy” and “Pistol Speed” into each box of Dirty Fighting.
Smugglers have some fantastic Special attacks, but I find that the overall utility of Dirty Fighting to be limited.I don’t think a Smuggler’s Pistol combat abilities should be on par with a Bounty Hunter or a Master Pistoleer, but given the investment of points and Xp, the raw combat abilities should be more substantive than an Apprentice Gunfighter.
Underworld: Buying and Selling Faction.
Raise the cap on the amount of Faction Points you can purchase: even a small raise to 1000, the current limit of non-aligned points, would be an improvement.
Eliminate the faction check for Buying and Selling Faction Points.Change it so that the only limit to purchasing Faction Points from a Recruiter is the cap on points to be purchased, the number of points you have to sell, or the size of your pocketbook.
This small change would improve Smuggler role-play in the Galactic Civil War.Imperial Recruiters should be more than willing to buy information from a turncoat Rebel, and the Alliance should be more than willing to accept a “donation” from an Imperial supporter.I always liked the idea of buying and selling Faction Points, but it is currently a difficult, and unprofitable, thing to do, even for a Neutral Smuggler.
Slicing and Spice:
Create a common Crafting Xp for the two types of Smuggler Crafting.This would help relieve the “Grind” for new Smugglers in Spice Crafting, getting them past the unprofitable early stages.
Master Smuggler:
Give Master Smugglers the “Ranged Damage Mitigation 2” ability.All combat classes receive three levels of Damage Mitigation abilities; Smugglers already receive Melee and Ranged Mitigations One in Dirty Fighting.This small addition would significantly improve a Master Smuggler’s abilities in combat, both pve and pvp, without giving them too much advantage.
Nothing I have suggested involves anything really new.If the SWG team can change the prerequisites to a profession, then why can they not make some minor improvements to others.I have been waiting a Year for Starflight, I have been waiting six months for the Smuggler Revamp.Yes, big changes are coming, but why can’t they at least make some minor improvements to keep us happy until then?
-Snar'tal, Sunrunner. Master Smuggler / Shock Trooper
R3-E7 wrote:
Heyas all.
When I read about the change to the Bounty Hunter prerequisite, I started thinking about some small changes that would improve the lot of the Smuggler; things that would tide us over until we get our Revamp.Stuff that would not be a revolutionary change, but add and enhance the abilities we already have, things that the Devs could give us relatively quickly.
Now, I do know that the Revamp has been discussed to death, and that there are other threads about this.This has probably been said before, but just let me speak my peace, and I will go back to lurking.
Dirty Fighting:
Put +5 to +10 points of both “Pistol Accuracy” and “Pistol Speed” into each box of Dirty Fighting.
I've never cared for this myself, as part of an ongoing effort for us to be perceived as a defensive hybrid instead of an offensive one. With the combat balance going in, maybe something will happen for us before then, but I think we are going to try to get our skill tree off of 'Pistols only'.
Smugglers have some fantastic Special attacks, but I find that the overall utility of Dirty Fighting to be limited.I don’t think a Smuggler’s Pistol combat abilities should be on par with a Bounty Hunter or a Master Pistoleer, but given the investment of points and Xp, the raw combat abilities should be more substantive than an Apprentice Gunfighter.
Our specials are pretty good, when they aren't being nerfed.
Underworld: Buying and Selling Faction.
Raise the cap on the amount of Faction Points you can purchase: even a small raise to 1000, the current limit of non-aligned points, would be an improvement.
Agreed.
Eliminate the faction check for Buying and Selling Faction Points.Change it so that the only limit to purchasing Faction Points from a Recruiter is the cap on points to be purchased, the number of points you have to sell, or the size of your pocketbook.
I don't agree with being able to purchase faction, regardless of affiliation. Selling faction though, yes I agree with that.
This small change would improve Smuggler role-play in the Galactic Civil War.Imperial Recruiters should be more than willing to buy information from a turncoat Rebel, and the Alliance should be more than willing to accept a “donation” from an Imperial supporter.I always liked the idea of buying and selling Faction Points, but it is currently a difficult, and unprofitable, thing to do, even for a Neutral Smuggler.
Neutral smugglers can't transfer faction worth a... it's not a viable business for them. They have no rank to reduce the faction transfer cost.
Slicing and Spice:
Create a common Crafting Xp for the two types of Smuggler Crafting.This would help relieve the “Grind” for new Smugglers in Spice Crafting, getting them past the unprofitable early stages.
One of the last things Iwant to see, is slicing ground up by crafting. Keep as is...
Master Smuggler:
Give Master Smugglers the “Ranged Damage Mitigation 2” ability.All combat classes receive three levels of Damage Mitigation abilities; Smugglers already receive Melee and Ranged Mitigations One in Dirty Fighting.This small addition would significantly improve a Master Smuggler’s abilities in combat, both pve and pvp, without giving them too much advantage.
No objection here.
Nothing I have suggested involves anything really new.If the SWG team can change the prerequisites to a profession, then why can they not make some minor improvements to others.I have been waiting a Year for Starflight, I have been waiting six months for the Smuggler Revamp.Yes, big changes are coming, but why can’t they at least make some minor improvements to keep us happy until then?
I'm sure changes will come along the way... I've been waiting for a long time as well... I can wait a while longer so long as they include the community in the process.