With patch 1.1 coming to Star Wars: The Old Republic next week, Georg Zoeller stopped by the official forums recently to shed some light on changes coming to two of the most popular Crew Skills. In his post, Georg explains why some items created through the Biochemistry and Cybertech Crew Skills have been rebalanced for the 1.1 release.
Georg ZoellerTL;DR: Fancy words for ‘we nerfed BioChem and Cybertech endgame products’ because they were so good that players started considering them mandatory. Your choice of profession is not supposed to be the deciding factor for participation and success in endgame content. We still believe that BioChem and Cybertech are very worthwhile Crew Skills, especially considering the significant fortune players with these professions are able to realize on the GTN... they are however no longer the ‘golden ticket’ into endgame content.
The full post and related section of the patch notes follow the jump.
Full Text
Georg ZoellerAs some of you may have already noticed from our patch notes for Game Update 1.1, we’ve made adjustments to several high-end, purple, player crafted items on the BioChem and Cybertech professions. Simply put, we reduced their overall impact on gameplay and I wanted to explain why it was necessary.
BioChem crafted medical kits were too good. In fact, they were too good both in the amount of healing they provided (often more than half a character’s health) and the frequency they could be used (every 90 seconds!). This was negatively impacting the game for everyone else. We’ve seen significant chatter both in and out of game about how players not picking up the BioChem professions would be ‘stupid’ and ‘gimping themselves’. This indicates that a small number of competitive players have been denying access to high end content based on whether a player has the BioChem Crew Skill.
Cybertech grenades, especially when stacked with additional power-ups and other temporary buffs, were creating combat damage burst potential higher than we were comfortable with and caused player versus player engagements in the game to resolve faster than intended. In fact we have additional changes to classes and consumables currently in internal testing to deal with faster than anticipated kill times in player versus player combat in a future patch.
The design intent for the game is that your choice of crafting profession should not become a requirement or ‘gating’ mechanism for participating in competitive content (PvP) and high end endgame challenges. While we certainly want players that engage in the crafting game to reap rewards for their effort, we don’t want one or two crafting professions to become the de facto ‘must have’ choice for everyone, which is what happened here.
We are extremely careful with this type of change, and understand that it can be frustrating for our players when we make them. Please understand, we make these changes not because we like to mess with your character, but because they are required to ensure a level and fun playing field for all players of the game.
At the same time, we understand that people that changed their profession because of the events described above will likely be unhappy about these changes – and while it’s easy to say ‘that’s how it goes in MMOs’, making modifications like this is something we’re always cautious about doing. At the same time, both player feedback and the data gathered from hundreds of servers made it very clear that this issue needed to be dealt with decisively now with only a small minority of players at endgame level and the vast majority of our characters in their 20s to minimize the number of affected players.
TL;DR: Fancy words for ‘we nerfed BioChem and Cybertech endgame products’ because they were so good that players started considering them mandatory. Your choice of profession is not supposed to be the deciding factor for participation and success in endgame content. We still believe that BioChem and Cybertech are very worthwhile Crew Skills, especially considering the significant fortune players with these professions are able to realize on the GTN... they are however no longer the ‘golden ticket’ into endgame content.
Patch Notes
BioWareCrew Skills
Crafting Skills
Below, you’ll notice some changes to high-end Biochem and Cybertech crafted items that reduce their output. We understand that these changes may cause concern for Biochemists and Cybertechs, but we’ve made them in order to prevent a situation where any specific crafting skill becomes the objective “best choice” for players challenging endgame content or PvP. We only make this type of change after very careful consideration, and only to ensure a level and fun playing field for all players.
Artifice
- All mod type item modification schematics have been removed from the Artifice trainer. These schematics were invalid, and could not be used if purchased.
Biochem
- All Energized, Exotech, and Rakata adrenals and stims now require 400 Biochem for use.
- The Exotech Medpac is now named “Exotech Med Unit.” Its overall healing has been reduced and is now in line with similar level medpacs, and it temporarily increases the maximum health of its targets. Use of this item now requires 400 Biochem.
- The amount healed by Rakata Medpacs has been reduced. This item now additionally increases maximum health briefly. Use of this item now requires 400 Biochem.
Cybertech
- Wynz-Tek grenades now require 400 Cybertech for use.
- Wynz-Tek Grenades have had their damage reduced to bring them more in line with grenades of similar level.
- The Wynz-Tek Firestorm grenade’s damage has been reduced to bring it in line with grenades of similar level. It now deals damage every 3 seconds over 12 seconds.
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Posted 1/16/2012 4:54:44 AMWhen they are looking into Artifice schematics in this patch, they should also add schematics for End+Will based tanking shield generators (for Tanking Consulars+Inquisitors) in my opinion! It is the only spec for which Artifice cannot produce the fitting offhand.
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Posted 1/14/2012 11:23:33 PMWhat they should do is make all crafting professions be the ONLY source for end-game raid/pvp gear. BUT, they should make the schematics require a token from the raiding/pvp that allows you to make the gear. That way all professions are useful.
No profession should have inherent bonuses (i.e., you have to have BIO to use the BIO stuff, or SYNTH to wear the jedi/syth armors).
Make the crafting be useful by making it necessary.
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Posted 1/16/2012 9:51:25 AMWell, consider: would the results of the crafting that high end thing be BOE or BOP? If it's BOE then you could buy endgame gear off the GTN, without having to set foot inside an operation. If it's BOP, then everyone would have to take the crafting profession that grants them the gear. Want a new lightsaber? Oh sorry, you took synthweaving because it provides the most number of gear slot upgrades for you. You'll have to drop synthweaving(and all the schematics) to pick up artisan(and grind more schematics) to upgrade your lightsaber. Yeah. No thanks.
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Posted 1/16/2012 8:30:51 PMHence why I referenced a token of some kind. The token is swapped for the BOP item upon creation.
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Posted 1/14/2012 4:06:15 PMYeah, I'm not sure how much the amounts for bio were nerfed, but already (at 38) it seemed like it was a better skill to have.
Still, even with "that other game," it seems crafted items were effectively worthless after the original raid, so it's hardly a case that Bioware stands alone.
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Posted 1/14/2012 1:16:29 PMThis really disappoints me. It seemed to me the cybertech grenades were fair because of the five minute cooldown for all of them, which really means you can only use them one every few fights. This is barely worth using as they don't do that much damage in the first place.
The stunning ones don't usually work very well. It's really only an interrupt than a stun. The firestorm was really the only one that was even worth using because it was the only one that did decent damage.
With the nerf, I doubt there will be any reason to use my cybertech grenades anymore. They can only be thrown 10 meters which is ridiculously short for any ranged class and their radius makes it unlikely you'll hit anywhere near the maximum number of enemies that they supposedly affect.
Maybe I'm spoiled with my gunslinger (saboteur) grenades, but the cybertech ones were only marginally more useful than my spammable Thermal Grenade (which I could lob a whole 30 meters anyway). Not anymore. Don't expect me to use anything from cybertech but the ship parts and the speeder, Bioware.
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Posted 1/17/2012 2:01:24 PMYep, I am a healer Commando, I fire off 2 of these per WZ. I stopped using all but the firestorm. The DoT keeps people from sprinting, capping, and can slow channels. I mostly used it to help me get the 10 or 25 kills and maybe the 75k damage medal.
Now, even if the Biochem is less valuable than it used to be, I am thinking of swapping because I often am too focused on healing to hit 75 damage anyway and anything that can help to keep me alive longer is better. I don't have any of the burst bonuses that supposedly made these overpowered.
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Posted 1/14/2012 10:15:44 AMOne day BioWare will learn a very important lesson, patching a crew-skill so it is less useful does not make the other crew-skills more useful.
In the end if all crew-skills have little to no use people wont bother with them. Instead work on making each one unique but more importantly useful to most classes.
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Posted 1/14/2012 6:29:09 AMTBH I would have hoped that the other crew skills had got a buff.....
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Posted 1/14/2012 5:13:38 AMI agree with the the people saying that Biochem will still be king. Nerfing the amount of health a medpack gives or even the amount of damage one of the grenades does in cybertech doesn't make any of the crafting professions any more appealing. Making the effects of these items have a lesser impact on combat isn't going to make me stop being either of them to go craft color crystals or armor. I'll still take the nerfed medpack/grenade all day.
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Posted 1/13/2012 10:07:04 PMEh all they are doing is making it so you have to have 400 bochem to use the stim adn adrenal and I already have that. I could not care less aboutt he medpac having its healing reduced it is still a medpack that doesnt get used up.
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Posted 1/13/2012 7:38:29 PMDo we know the actual values to see by how much it was nerfed?
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Posted 1/13/2012 2:09:12 PMAlright, I didn't like the fact that Biochem was mandatory, and the changes they made makes it even more mandatory now since you NEED biochem 400 to use the medpac, before you could raise biochem then switch.
Added to that the adrenal are the real power there, not the heals.
And added to that again, the main thing that make biochem mandatory at high level is simply that the other profession are useless once you hit 50.
So, as long as they won't implement something that makes the other profession as interesting, Biochem will stay king, because even a small advantage is better than no advantage.
In conclusion they didn't fix anything, and we could even consider they made things worse since you need to keep biochem now to use the rakata medpac.
Typically I am Armstech and was considering switching to Biochem, get the rakata and swithc back to Armstech. Now I will switch to Biochem but won't come back to Armstech.
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Posted 1/13/2012 2:29:26 PMIf the real reason was that you watned adrenals as stated then you would need 400 biochem making point moot. The power level is much lower now it is no where near mandatory. My main problem is how annoyingly high the materials needed to make ONE potion should sort of be like WoW where they come in stacks of 5. Not only that the amount it takes to get the best flasks/adrenals for my guild mates will take a lot of mats. After that then it takes a lot of mats to make ONE puny Stim :(
The ability to swtich probably was NEVER intended as it should not be. 400 to use is a fine change. But you also dont feel so uber having it. If the mats were fewer id have no problem but me and another high level guild mate we are both SUPER active and spend a lot on missions and farming mats we can hardly keep up.
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Posted 1/15/2012 8:07:19 PMTrust me, it will change. At 50 It dind't take long to max it out in recepies as well as my own class skills. Of course with speeder riding 3. It is all about only grabbing the recepies you need while leveling. That meant I held back on adrenals and stims that didn't exactly benefit me if used. I have since gotten them.
Charming... yes? http://imgur.com/r6WrI