Tailor Archive

Thread: Fixing/Balancing tailor: So much potential benefit.

Vastar
Sun Mar 21, 2004 7:09 pm
#1

That all sounds like good stuff, Burns. I don't have anything to add right now. I just thought I'd go ahead and agree with you.



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JayBurns
Mon Mar 22, 2004 1:34 am
#2

I have to startoff by sayingthat SOE is going about balancing wookiees and combat classes all wrong. Adding wookiee armor and changingthe way special attacks use HAM is 2 steps in the wrong direction.


I am a partial TKA and one of the first things I noticed was the amount of HAM being used by special moves, if I'm not buffed and I am wearing an entire suit of armor I bring myself seconds away from incap with five or six special moves, even a super sliced for enc ubese suit doesn't help enough in my opinion. The only combat oriented bio tissue is melee/stun defense clothing, which is fine. But here's where the stacking bug rears its ugly head, I can only get +4 melee defense on a shirt +4 on ahat and +4 on pants, which anyone can see is far from useful and far from the +25 cap. Here are some thoughtson howto create balance for tailors in the economy and also for those combat classes who wish to use non encumbered bioclothing (that actually add useful mods).


One of the most annoying bugs is the identical components slot not stacking more than one modifier from bio engineer tissues, this renders the top tier schematics no more effective than the lower tier schematics that do not require identical components. The other main issue is tailor experimentation, it is disabled at this time. I've said it many times, there is so much potential for a bio engineered piece of clothing which brings me to my first proposition.


  • Experimenting on a piece of clothing would add a randomskill orset of (minor) resistances. Perhaps certain types of clothing could get diffrent bonuses, and negate the randomisation factor on higher tier schematics.

  • And/Or experimenting on a piece of clothing could enhance bio tissues modifiers after assembly.

Armorsmiths already make five million credits for every fifty thousand a bioclothier can make. Now, I understand if clothing had resistances they could become so popular to thepoint oftipping the balance away from armorsmiths.So I believe if resistances are introduced on clothing, they would have tobe minor, and have much less variety on a given schematic (limited to kinetic/shock resistance for example). I think it would be fair to say that a piece of clothing that requires multipletiers in two elite classes should at least be equal to bone armor that only requires one tier from a starting class.


The other critical mistake SOE isconsidering is wookiee armor, why take the last inkling of a customer base from the bioclothing supplier and give it to an already overpowered class that is thearmorsmith? Setting all questions of starwars continuity aside, I think it would still be worth the extra work on the developers part to simply enhance the power of tailor clothing and B.E. tissues instead of making a new armor schematic. They could even add special tissue schematics, onlymeant to be used in wookiee clothing that could add resistance on par with other elite armor.


Bare with me, I have one more point to make. Bio engineer tissues, there are so many possibilities here, from adding tissues that could work like armor segments only for clothing, to a wider variety of skill bonuses, the current selection is a joke if you haven't noticed. Three schematics for non combat/non crafterskills, and two for very specialised combat classes. Even if they added very rarelootable schematics I would be overjoyed.


Some ideas onpotential lootabletissue schematics:



  • Ranged / knockdown skill defense tissue, to compliment the existing +melee / stun defense tissue. If this were created, it could be very powerful (and desirable) for combat classes.

  • Resistance tissues, this I am sure could create contoversy, but if SOE could pull it off without making the resistances too powerful, they would again have balance without altering the games basic core ruleset (and story continuity in the case of wookiees).

  • More specific +skills, a variety of low powered tissues on par with skill attachments. These would most certainly have to be lootable, and rare so as to not make skill attachments redundant.

So there are my ideas, I hope that this thread will not be lost for lack of interest. I haven't seen to many other tailors or bio engineersthat are outspoken like me on these issues, so please speak up if say you yae or nay.



Regards,


JBurns

Android778
Mon Mar 22, 2004 5:50 pm
#3

Ooh, I think that sounds great too, I love the ideas, keep them coming.
JayBurns
Thu Mar 25, 2004 4:14 pm
#4

I'm just checking back to say wookiee armor segments being made by tailors is one thing I am glad SOE is trying to do for our prof. Even so, with a little elbow grease on the developers part, I still say specialisedBE tissues in existing wookiee clothing would work better.



Regards,


JBurns


JayBurns
Sat Mar 27, 2004 12:16 pm
#5

I am convinced there is someone just randomly typing in keywords
in the search engine, then 1 starring the first item on the list. Like a serial killer, only weak.


Speak up, oh silent 1 star bandit!


JBurns
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