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