Weaponsmith Archive
Thread: Weaponsmith Bug and Repair Discussion: Crafting CL
I thought pets don't raise CL when you group with them. If that's the case, then I'll just get an ATST and my problems are solved--heck, I'll go hunting with it. ![]()
Slim Vargo, Corbantis
Muzz wrote:
How would it be fair on CL 2, CL 3, CL 5 etc etc if CL 1 don't get agro?
EdOWar wrote:I thought pets don't raise CL when you group with them. If that's the case, then I'll just get an ATST and my problems are solved--heck, I'll go hunting with it.
Slim Vargo, Corbantis
pets should increase your level, but i am not sure how an ATST effects it. last time i checked when i was playing as a CL80 during the respec period it dropped me from CL80 to CL65 to match the ATST. i don't know how it affects now.
i'd have to ask Ko-a if it is working properly if pets don't increase your level, so double check that and let me know. someone please check with a driod as well (see, i have no combat anything, lol).
I dont care about cl on my crafting toon. I don't want armor, I dont need specials, I don't want weapcertification. But why not have a really good non aggro modifier in the crafting lines. I hate dying at my factory and when out finding resources. Why can't a double master crafter get some kind of anti aggro skill like mask scent on steriods?? I think this would remove the problem without changing any of the current skill level settings. It would have no effect on pvp and would do nothing to damage mods. Very simply very effective.
Bmfonit/Bmfcrafter
How could we (as a game, not as crafters) then deny other professions when they ask for things that aren't part of their template? It's the start of a long and slippery slope.
I'd like to see some form of 'crafter armour' that means we can take an extra couple of hits while giving us time to make good our escape.
Muzz wrote:
Definite NO to any innate defences.
How could we (as a game, not as crafters) then deny other professions when they ask for things that aren't part of their template? It's the start of a long and slippery slope.
I'd like to see some form of 'crafter armour' that means we can take an extra couple of hits while giving us time to make good our escape.
this should be what pets and droids do. the way it is supposed to work is when you group your level increases to the that of the highest CL in the group. if you have a CL15 droid grouped, then your crafter should be CL15 and be able to withstand attacks from most starter planet beasties, unless you are venturing where you shouldn't be...
Mor-Dan wrote:
Muzz wrote:
Definite NO to any innate defences.
How could we (as a game, not as crafters) then deny other professions when they ask for things that aren't part of their template? It's the start of a long and slippery slope.
I'd like to see some form of 'crafter armour' that means we can take an extra couple of hits while giving us time to make good our escape.
this should be what pets and droids do. the way it is supposed to work is when you group your level increases to the that of the highest CL in the group. if you have a CL15 droid grouped, then your crafter should be CL15 and be able to withstand attacks from most starter planet beasties, unless you are venturing where you shouldn't be...
Yep. We already have some ability to improve our CL.
It can be annoying being weak in the field, but all profs have their disadvantages.
We don't need wrapping in cotton wool.
Mor-Dan wrote:
Muzz wrote:
Gawzeera wrote:
Muzz wrote:
How would it be fair on CL 2, CL 3, CL 5 etc etc if CL 1 don't get agro?
because generaly a CL 1player character is either a brand new player or has zero combat skills with which to defend themselves.
if a player is anything higher than cl1 then theyhave what is considered a combat skill(scout is considered a combat skill) and therefore should be getting attacked.
my crafting toon spends most of his time in the house on corellia, mainly because there are red,yellow and prurple con aggro creatures that spawn in the area. giant spats, mottled wrix, crazes durni, rouge bagaraset and many more.
There are plenty of vet players who fall into this category. If you want the defences that come with Combat Levels, get combat skills.
We made our profession choices, same as everyone else.
ok, we'll compromise. you can have CL80 if you will accept a 250k XP loss everytime you die.
Well said, and I agree. We're crafters not fighters, there are downsides to every prof and this is one that affects total crafters. If total combateers started asking for vendors the response would rightly be 'get the skills required for them'.
So why then do Bio-Engineers get combat levels and modifiers? They're a crafting profession, right? Look, SOE completely changed the ground rules on us, to the absolutely absurd point where a bunny rabbit with an attitude problem can incap us in one or two hits. That's sheer and utter stupidity, nothing less.
Granting elite crafting professions a few combat levels isn't the end of the world. It's not like any of us are asking for the ability to solo krayt dragons, or wander around Dathomir with impunity. We just want enough time to try toget away when something on aggros us, at least on a starter planet. That's not much to ask for.
Slim Vargo, Corbantis
EdOWar wrote:So why then do Bio-Engineers get combat levels and modifiers? They're a crafting profession, right? Look, SOE completely changed the ground rules on us, to the absolutely absurd point where a bunny rabbit with an attitude problem can incap us in one or two hits. That's sheer and utter stupidity, nothing less.
Granting elite crafting professions a few combat levels isn't the end of the world. It's not like any of us are asking for the ability to solo krayt dragons, or wander around Dathomir with impunity. We just want enough time to try to get away when something on aggros us, at least on a starter planet. That's not much to ask for.
Slim Vargo, Corbantis
QFE again. Many of us are making tenuous metaphors. This is nothing at all like combat profs wanting vendors, crafting abilities, etc. This is about a CL system that is inconsistently applied; IMO probably the worst result of the CU. Then again, I've never had an alt. I'm sure if you do, this is not a big deal at all...
Jebredan_Xoel wrote:
EdOWar wrote:So why then do Bio-Engineers get combat levels and modifiers? They're a crafting profession, right? Look, SOE completely changed the ground rules on us, to the absolutely absurd point where a bunny rabbit with an attitude problem can incap us in one or two hits. That's sheer and utter stupidity, nothing less.
Granting elite crafting professions a few combat levels isn't the end of the world. It's not like any of us are asking for the ability to solo krayt dragons, or wander around Dathomir with impunity. We just want enough time to try to get away when something on aggros us, at least on a starter planet. That's not much to ask for.
Slim Vargo, Corbantis
QFE again. Many of us are making tenuous metaphors. This is nothing at all like combat profs wanting vendors, crafting abilities, etc. This is about a CL system that is inconsistently applied; IMO probably the worst result of the CU. Then again, I've never had an alt. I'm sure if you do, this is not a big deal at all...
bio-E is different. they are a crafting prof, but it is impossible for them to go out and sample creatures of ANY level if they are stuck on CL1. plus, it ain't all tht. i have a Bio-E/Master Ranger, both are supposed to use the CL, and as double master for those i am not CL80, so they are reduced just for the boxes taht pertain to sampling creatures, not all of it.
I suppose the whole "it's their choice" just doesn't apply to them then. Isn't that bloody convenient. Artisans don't get CL's through their surveying/sampling skills, but BE's do. Why shouldn't BE's be told to group with higher level friends when they're out doing what they're supposed to do when other crafters apparently should? "BE's are different" just doesn't cut it - it's the same thing, they're crafters, just like us.
Mor-Dan wrote:
bio-E is different. they are a crafting prof, but it is impossible for them to go out and sample creatures of ANY level if they are stuck on CL1.
I have still not seen one good reason not to give crafters levels. I see several people take the "we shouldn't have combat skills" approach, so I'll try and say it once more just in case someone didn't care to read the whole thread: Combat levels do not give you any combat skills. It really is that simple. They could just call it "level" and let everyone have it and let it do what levels do in all games that have them: gauge the total experience/power of the character, because there's nothing in the system proper that ties combat levels to combat actions - everything that has to do with combat is tied to the skillboxes, except for the weapon certifications and the artificial outrageously unrealistic - even for a make-believe world - damage-multipliers. Combat levels do not make you better at combat. Even if a full crafter could equip a CL54 weapon - so what? He still don't have specials, he still don't have any speed-bonuses, and he still has zero defensive and offensive skills and skillmodifiers - zero. This makes him completely useless at combat, just like when he doesn't have levels. If you don't believe me, spend a couple of weeks with a weapon you have no skills for with your combined crafter/combatant CL54 toon - if you're a pistoleer, pick up a vibro lance, and spend a few weeks using only that. Then come back and elaborate on the greatness of your combat level crafter's combat-prowess.