Weaponsmith Archive
Thread: Are Weaponsmiths no longer required?
rodianrat wrote:
another big factor is that there isnt a diversity in weapons. The cl really kills it. They should make it like armor where every weapon has the same potential on stats but can choose different skins.
Another big thing is why have they not introduced any way to make great melee weapons. That really cuts down what a weaponsmith wants to make cus he knows what the people are gonna buy.
But who knows trials of obi-wan could bring great things, but that seems to be WS last hope to really be needed.
TBH I think making the different weapons skins only would kill diversity and variation even more. Because then EVERY wepaon would be the same. Instead I would like to have the devs focus on making eache weapon viable in different situations.
This coul be accomplished by
- Adding more types of elemental damage to different weapons (and ahving it mean more)
- Adding special skillmods to different weapons (like the +15 accuracy on the Feather, Especially the Master Profesion Weapons should have this imo)
- Adding special moves only usable when equipping the weapons (this would be a really good idea for the master weapons, but commandos would have to get some love and attention first, as currently one of their main benefits (as far as I udnerstand it) comes with the specials implemented in their weapons (cause they have none in their profession)
- Adding different range to the weapons.
- Making The weapons more varied. Why is a DLXT and a High Capacity Scatter allmost identical? Instead for example make the Scatter have a tight damge range (high min damage) but let the sac be quite high, while the DLXT could have a broader damage range (lower min dam) but start out with a lower sac aswell. (the same could come int play with speed and accuracy).
Thats all I have to add for tonight, but in my opinion making weapon beskins only would further dump our profession down into assembly monkeying. Instead I suggest we fight for more variety and more choices, that way we will also be able to battle the impact of the ADK better ![]()
CureforSanity wrote:
A question to all the WSforum users please. Is the Weaponsmith trade still a viable one or has it been killed by SOE? I only ask as i'm thinking of respeccing one character to become a WS however am somewhat disturbed by the fact that WS don't seem to be required now post CU. The SWG world is awash with high end high dmg loot and quest items that have replaced traditional weapons. In giving these out like sweeties has SOE really screwed the WS trade? Surely it would have been a greater benefit to the game economy to have dropped them as limited use schematics and ensured you could only do the quest a couple of times in the same way as the Scythe schematic?
Anyway, I await your thoughts on this subject.
Grebo
WILDMAN_SOLO wrote:
The introduction of too many looted components making it possible to tripple cap weapons alongside the ability to ADK them has almost marginalised another great crafting profession.
Weapons which are quest rewards are still in some case superior to what can be crafted and the ever increasing number of looted components just drives the nails harder into the coffin. I have been a WS for almost 2 years and I have already decided to hang my tools up for the last time.
Between the resource buffs and the phat loots crafting is slowly being reduced to the mindless generic crap of every other main stream MMORPG. The crafting system in SWG was second to none but is slowly turning into 2nd rate.
AS was hit up first and you can bet your ass the rest of the crafting professions are not far behind.
that sums it up