Weaponsmith Archive

Thread: Master WS, Master Shipwright, TKM-nerfed by CU why no outcry?

SlaserX
Wed Apr 06, 2005 3:36 pm
#14






Ybagi wrote:





sabacc1000 wrote:


Frankly, it's not a legitimate concern. Professions cost skill points so that decisions need to be made. One of the major points of the CU (agree with it or no) is the removal of triple masteries.






Get over yourself


There has been alot of discussion in the CU forum about this, it is a legitimate concern.


Exactly what is wrong with triple masteries, especially when they involve the combination of crafting and combat? no big advantage there.


If this is what the CU is focusing on maybe there is a big problem.








/cheer



Hokage:
The ORIGINAL Wookiee Jedi... ok, so I was the 7th, sue me.
Marsirion
Wed Apr 06, 2005 7:50 pm
#15


Sabacc1000:

Have you crafted lately? Do you like crafting? Do you like going out into the wilderness, surveying that wide expanse of green land in Naboo or deserts in Theed just hit on that nice 90% patch of platinite copper to craft for that DX2 or Gravitronic Fiberplast for that nice ship component you've been wanting?


I don't know about you but I do like relying on myself for this kind of refreshing solitude. Just me, my non-organic mineral and maybe a half a dozen mountain squills. Boom! Bam! Pow! Now to business. Nothing like working a bit of sweat for the right to place that mineral harvester...


What I am getting at is that it is not the template that will be curtailed by the CU, but the whole point of finding enjoyment in this game. Bazaar? I might as well buy my weapons and ships and components if thats the whole point. Its the process of it all. Why even be a crafter when you can be an uber leet CU FOTM and just buy whatever from us nerds.


The point is not just WS, not just shipwrights but any 2 crafter/ master elite combat profession who feel the same way as I do. Look at the shipwright forum. I confess I have posted a similar concern over there but those folks are more lively than the ones we have over here. In fact the coordinator even took some interest over there although I am still holding out for ours over here ... he may just be overwhelmed by the posts


Anyways, if I am unclear please do express your concerns as this is the only way that one small voice can be possibly heard in the great old halls of SOE CU development.


Finally, what is so unbalancing in the CU if you are a 2master crafter/elite combat prof ? The CU was intended for combat, please, leave us dabblers in peace.
LlamaOnDrugs
Wed Apr 06, 2005 8:29 pm
#16

Not sure about what my template will do to be honest, but still im not really bothered either. I will adapt to deal with whats thrown at me.


Change is good




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Marsirion
Wed Apr 06, 2005 8:59 pm
#17






LlamaOnDrugs wrote:

Not sure about what my template will do to be honest, but still im not really bothered either. I will adapt to deal with whats thrown at me.


Change is good







It doesn't affect you at all:


1. Smuggler only requires TKA/Pistoleer in CU which you already have.


2. You are not a double elite crafter. Master Artisan is a basic or starting profession mastery if you are a master artisan. You're safe.


So the CU is penalizing me and others like me who are double elite crafters in order to balance the combat professions. Its like a domino effect. The devs inadvertently affected all professions because not all professions are triple combat masteries. some are dabblers like yours, soem are 2crafter elite/1combat elite like mine etc.



I would like them toaddress what they really intend to happen to crafters/combatants like us. Is it intentional? What's the rationale? Did they just overlook it? They placed this long document explaining the role of each combat profession. The next logical step would be to address the role of hybrid elite crafters and combatants like us so we can agree with it or disagree with it. The CU's silence on this matter is deafening.

fliffesvin
Thu Apr 07, 2005 12:04 am
#18






DarkonSlayer wrote:

there might be a way to fix this if we can all get united behind the idea.

What if we had them drop the cost of the basic professions to 10 points instead of 15. it would help alot of people and still keep all the professions at the same cost (minus the ID of course)







Well first of all, I thought we had settled the problem. Some good arguments were laid out, ensuring that most of us will be able to keep the professions we have. Second of all, lowering the skill point requirements for the basic professions would be like Sisyfos and the stone... Why even bother upping the SP requirements for elite skills to prevent triple masters, if they were gonna down the SP requirements for basic skills..


I know this will hurt a handful of people in the wrong way, but really, isn't it for the better of the majority of players ? Triple master combat profs who can solo anything in the game no problem... Granted they find loot for us, but I dunno what I'd rather. Get loot in smaller quantites, or have players going Rambo alone all the time, ruining parts of the game.




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untochableT
Thu Apr 07, 2005 1:31 am
#19

how do you suppose they fix it marsi? I see a lot of complaining but no suggestions of fixes...

Skill Point reductions on crafting profs will never happen.
The added skill points to combat profs is a needed thing. Yes it hurts the extremely few like you, but like the others have stated, all of us will have to adapt to what the devs dish out.



~Lord Treaivu Hwar~
~Dark Force Adept~
roxby
Thu Apr 07, 2005 2:05 am
#20

I am in the same boat:


Master WS, FS Crafing, Master Swordsman...some merchent and artisan: Its nice to be able to clear spawns on Dath before placing your Harvs.


I have to drop swords becasue of the extra unarmed tree.


Soo.... I am desperately grinding commando to unlock a second character (cant do it as a crafter, cause my senses quests are broken - when are they going to get fixed for the few where they fail?) and i might actually be able to play an active combat role after CU.






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ShugFlurry
Thu Apr 07, 2005 2:57 am
#21



roxby wrote:
I am in the same boat:
Master WS, FS Crafing, Master Swordsman...some merchent and artisan: Its nice to be able to clear spawns on Dath before placing your Harvs.
I have to drop swords becasue of the extra unarmed tree.
Soo.... I am desperately grinding commando to unlock a second character (cant do it as a crafter, cause my senses quests are broken - when are they going to get fixed for the few where they fail?) and i might actually be able to play an active combat role after CU.





hi5! I'm on the fence as to should I grind out 3 trees of reflexes, half a tree of experiment and half a tree of senses.



Shug
12pt Master WeaponSmith Master Force Crafter
-843 2827 Dantooine, Mining Outpost
Marsirion
Thu Apr 07, 2005 6:12 pm
#22






untochableT wrote:
how do you suppose they fix it marsi? I see a lot of complaining but no suggestions of fixes...

Skill Point reductions on crafting profs will never happen.
The added skill points to combat profs is a needed thing. Yes it hurts the extremely few like you, but like the others have stated, all of us will have to adapt to what the devs dish out.





They did it for Image design. Why not for crafters? Oh, someone said that unlike that profession ours are actually useful.

Well hey, if there is a true hybrid then that should be the crafter/combat profession. We should be encouraged and not penalized.


"exteremely few like you" ... and you base this on what?

Marsirion
Thu Apr 07, 2005 6:14 pm
#23






BigZak wrote:
It won't nerf my toons at all....

Violet Vette, Radiant
Master Smuggler/Master Shipwright/novice medic for now/Reb Piot
Squiders, Radiant
Master Weaponsmith/Master Artisan/Master Merchant

TADA! the cure - 2 accounts





Yep got the 2 accounts. Now what?
untochableT
Thu Apr 07, 2005 11:38 pm
#24


Marsirion wrote:


untochableT wrote:
how do you suppose they fix it marsi? I see a lot of complaining but no suggestions of fixes...

Skill Point reductions on crafting profs will never happen.
The added skill points to combat profs is a needed thing. Yes it hurts the extremely few like you, but like the others have stated, all of us will have to adapt to what the devs dish out.


They did it for Image design. Why not for crafters? Oh, someone said that unlike that profession ours are actually useful.

Well hey, if there is a true hybrid then that should be the crafter/combat profession. We should be encouraged and not penalized.

"exteremely few like you" ... and you base this on what?






ID is a profession that nearly no one wants to be.. the lower cost helps entertainers out (entertainers are a 100% social profession, so it doesn't imbalance anything by lower their SP costs).

In what way does increasing the SP cost for TKA change the fact that you're a hybrid crafter/combat prof? None... devs have already stated no tripple elite masteries that include any combat profs (I'm sure they'll be taking care of the TKM/M.Fencer/M.Swords thing before CU hits live). Why should Combat/Crafting toons be encouraged? And you're not being penalized, it's called BALANCE. I would love to add a master elite combat prof to my crafting toon, but you know what? I don't have the sp for it and I accept that, it's the choice I made.

And I base what I say on the fact I know '0' people with a template similar to yours (x2 elite crafting/x1 combat elite) and I see very few posting here.

PS. if somehow your little ranting gets the devs to lower sp cost for crafting profs, it will be a lesson learned on my part... whine until I get what I want from SWG

Message Edited by untochableT on 04-07-2005 11:39 PM



~Lord Treaivu Hwar~
~Dark Force Adept~
BigZak
Fri Apr 08, 2005 12:01 am
#25

It won't nerf my toons at all....

Violet Vette, Radiant
Master Smuggler/Master Shipwright/novice medic for now/Reb Piot
Squiders, Radiant
Master Weaponsmith/Master Artisan/Master Merchant

TADA! the cure - 2 accounts
RagNoRock5x
Fri Apr 08, 2005 12:59 pm
#26

And I cant be a Master Bountyhunter / master SW / Master Merchant..... Ever........ Bo Hoo..... Deal with it


You can still get some other elite combat proffesion not all the way and still clear layers around the place you want to place a factory or harvister. Get Swordsman or Rifleman or even Commando.


Yes TK is useles as a combat prof w/o master because of the mega Damage boost at master. Other combat proffesions do not need master to work just fine.



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