Make all base profession masteries CL15

Make all base profession masteries CL15
  • Thread starter Thread starter Foomerang
  • Start date Start date
  • Open New Player Experience 
This idea/suggestion is Open. You can respond to ask questions or discuss the idea and either vote it up or down if you believe it should or should not be implemented, respectively. Popular suggestions and ideas will be considered by the development team to become reality in-game.
Proposal
Mastering any base profession should make you CL15
Justification
Open up the CL range in which all players can participate in the use and purchaseof varying levels of goods and services.
Motivation
Mostly motivated by such an alt heavy game experience right now.
I'd like to see all base profession masteries make you CL15.

Currently, Scout, Sharpshooter, and Brawler masteries give you CL15. Medic gives you CL14? maybe the skill calc is wrong.

I dont mean stacking multiple base professions to get 15, 30, 45, CL. Just a base 15 when you master one.

CL15 would allow players to have a main character that can shop around for low level weapons, armor, food, etc. Also can join a spin group when they feel like it.

Expanding gameplay variety beyond just making alts would be nice. A little more focus on having a main that can participate in other gameplay types without breaking anything. Not like a CL15 is going to imbalance the game loop. In fact, it can open up niche markets for crafters, and more roleplay opportunities.

thank you
 
I’d like this for crafters right now we can’t effectively use weapons that require weapon cores because the lowest option starts at CL 6.
 
Sorry but this seems pointless for a few reasons.
- Aside from allowing you to use higher level weapons, a change in 1 combat level is 25 health. That's it. It does nothing else.
- You can't craft weapons that are CL15 as basic cores are multiples of 2 which range from 6-20. So the closest you could get is either CL14 or CL16 anyway.
- The reason why medic has less combat level is because it has an entire tree which takes crafting experience. Combat level is determined by experience earned.
- The only other combat level restricted items are stims, which again CL14->CL15 doesn't make a difference

You are correct in saying it won't break anything, but that's because the change would be meaningless, just feels like a complete waste of dev time.
 
Or are you suggesting that Master Entertainer and Master Artisan should also give CL15? I could see an argument for Novice Tailor/DE/AS/WS/SW/Chef/Arch giving CL6 as mentioned by C1rca...
 
I would respectfully disagree that this is a pointless change, or a waste of time and would personally support this for stylistic reasons. In addition to the stated reasons, non-combat professions are currently only able to make use of the basic CDEF pistol model, which looks awful, either to wield or wear in a holster for style points.

As it stands, weapons are primarily restricted by level, not profession (Obviously with a few exceptions). So allowing a little more variety for characters (including master entertainers and artisans) to wear their preferred sidearm in their lower level forms would be a benefit to those of us who like to wear them for RP/outfit reasons, as well as opening a small, but valid market for 'prop' weapons which don't need to be the peak of stats, but are still something people would buy.
It would would do nothing to damage the readability of what a character can do in PvP situations, since someone without a single profession box geared towards blasters can still wear them anyway.

<3
 
Sorry but this seems pointless for a few reasons.
- Aside from allowing you to use higher level weapons, a change in 1 combat level is 25 health. That's it. It does nothing else.
- You can't craft weapons that are CL15 as basic cores are multiples of 2 which range from 6-20. So the closest you could get is either CL14 or CL16 anyway.
- The reason why medic has less combat level is because it has an entire tree which takes crafting experience. Combat level is determined by experience earned.
- The only other combat level restricted items are stims, which again CL14->CL15 doesn't make a difference

You are correct in saying it won't break anything, but that's because the change would be meaningless, just feels like a complete waste of dev time.
I get what youre saying. I have no idea how much dev time and resources this would take. But it wouldnt require any new assets or systems. I disagree with it being meaningless as it would allow more character customization and interaction. A cl14 wep has a lot more options than a cdef. And being able to jump into a spin group on a slow day or to help out and gain a few creds in a different way would be nice. I would def do that. Not asking for combat abilities to be added or anything like that, just the number
 
Apologies, but I misunderstood the PV and I focused on this part:
"Medic gives you CL14?"
I thought you had an issue with *just* medic not hitting CL15 lol. Thought it was just an OCD thing.

Ok now that I understand, I think the way to achieve what you're hoping for is that somehow advanced crafting and advanced entertainer professions grant combat level 6 at master dancer/musician/tailor/WS/etc. rather than just at master entertainer/artisan.

Why combat level 6 -> Its the lowest level required to equip a crafted weapon with a basic core (which allows a baked-in stat like assembly or opportune chance). This allows for both function and style.
Why not combat level 15 -> I still think its important that combat professions grant combat level. So while you are correct that it doesn't change much, my suggestion would be to reduce your suggested CL15 to CL6 for this reason.
Why advanced crafting professions and not basic -> There are often crafting/entertainer builds that *don't* include master artisan and master entertainer, but would almost always include master dancer/musician or a master advanced crafting profession.

The tricky part is how combat level is currently calculated. Its based on how much combat-related experience you have spent on each skill box; its not arbitrarily assigned that each of the basic masteries get combat level 15, the player has simply trained 15 levels worth of combat-related experience. So the question is - if implemented, will this mean combat level 6 just gets arbitrarily assigned to these professions? or do these non-combat experience types grant a tiny contribution to combat level, such that you would hit CL6 by Master Dancer/Musician/Crafter?

(removed downvote)
 
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Up vote .

Something certainly needs to change for crafters on their CL level. It isnt right that they can master multiple professions, use all their skill points and still be killed by a level 5 Wort near their house
 
Up vote .

Something certainly needs to change for crafters on their CL level. It isnt right that they can master multiple professions, use all their skill points and still be killed by a level 5 Wort near their house
This isn’t a function of CL. This is due to a lack of combat stats and abilities from their profession. Even if crafters were CL80, they would die the same it would just take 2x as long because all CL gives is more HP.
 
This isn’t a function of CL. This is due to a lack of combat stats and abilities from their profession. Even if crafters were CL80, they would die the same it would just take 2x as long because all CL gives is more HP.
I mean a higher CL would give access to better weapons, armor, droids, and stims which would add to survivability. At least give the crafter a chance to run away and survive heh
 
I mean a higher CL would give access to better weapons, armor, droids, and stims which would add to survivability. At least give the crafter a chance to run away and survive heh
There is no level requirement on armor. Hindrance is profession based so it still wouldn't matter as crafters don't have armor certification.

You also can't pull out a droid while in combat so that won't do you any good. Stim Bs aren't going to save you from most things.

Ok you will get access to more powerful weapons, but even then you will only have one attack (either /meleeHit or /rangedHit).
I know its not what you want to hear but spending enough points to get *one* combat tree to get to CL7 is not that much of a point investment for crafters. As a WS I'm CL23 as I have smuggler for slicing weapons. I'm not saying this should be the solution...but your reasoning is incorrect here. As I stated previously you should get CL6 at Master Advanced crafting profs / Master Advanced Entertainer prof.

To be honest, this problem could be solved by simply lowering the level of Basic Weapon cores to CL1 to allow crafters/entertainers to equip them.

Its also really not that hard to avoid mobs as a crafter lol - CL60 mobs camp my factory constantly. I don't think increasing the survibility of non-combat characters is needed (as they are non-combat...).
 
There is no level requirement on armor. Hindrance is profession based so it still wouldn't matter as crafters don't have armor certification.

You also can't pull out a droid while in combat so that won't do you any good. Stim Bs aren't going to save you from most things.

Ok you will get access to more powerful weapons, but even then you will only have one attack (either /meleeHit or /rangedHit).
I know its not what you want to hear but spending enough points to get *one* combat tree to get to CL7 is not that much of a point investment for crafters. As a WS I'm CL23 as I have smuggler for slicing weapons. I'm not saying this should be the solution...but your reasoning is incorrect here. As I stated previously you should get CL6 at Master Advanced crafting profs / Master Advanced Entertainer prof.

To be honest, this problem could be solved by simply lowering the level of Basic Weapon cores to CL1 to allow crafters/entertainers to equip them.

Its also really not that hard to avoid mobs as a crafter lol - CL60 mobs camp my factory constantly. I don't think increasing the survibility of non-combat characters is needed (as they are non-combat...).
Yeah i proposed this for more options for non combatants. Whether that is a CL increase or a wep cert decrease im fine either way. Its also oretty cheap sp investment as a crafter to get access to CL55 droids for harvester protection so thats not really a big deal.
The main point of the proposal is to open up more options for crafters with their weapons and item use. There are already encumberance reducing skills in some of the novice crafting profs, but it doesnt seem to be working.
 
"Its also oretty cheap sp investment as a crafter to get access to CL55 droids for harvester protection so thats not really a big deal."

The only crafter that can call a droid of that level is a Master DE

All other crafters can only call a lvl 6 droid

That said i would like to see crafters have acces to baked in core weapons and maybe a slightly better droid for protection.
 
"Its also oretty cheap sp investment as a crafter to get access to CL55 droids for harvester protection so thats not really a big deal."

The only crafter that can call a droid of that level is a Master DE

All other crafters can only call a lvl 6 droid

That said i would like to see crafters have acces to baked in core weapons and maybe a slightly better droid for protection.
No. Anyone can go 4xxx DE and use a CL55 droid.
 
Apologies, but I misunderstood the PV and I focused on this part:

I thought you had an issue with *just* medic not hitting CL15 lol. Thought it was just an OCD thing.

Ok now that I understand, I think the way to achieve what you're hoping for is that somehow advanced crafting and advanced entertainer professions grant combat level 6 at master dancer/musician/tailor/WS/etc. rather than just at master entertainer/artisan.

Why combat level 6 -> Its the lowest level required to equip a crafted weapon with a basic core (which allows a baked-in stat like assembly or opportune chance). This allows for both function and style.
Why not combat level 15 -> I still think its important that combat professions grant combat level. So while you are correct that it doesn't change much, my suggestion would be to reduce your suggested CL15 to CL6 for this reason.
Why advanced crafting professions and not basic -> There are often crafting/entertainer builds that *don't* include master artisan and master entertainer, but would almost always include master dancer/musician or a master advanced crafting profession.

The tricky part is how combat level is currently calculated. Its based on how much combat-related experience you have spent on each skill box; its not arbitrarily assigned that each of the basic masteries get combat level 15, the player has simply trained 15 levels worth of combat-related experience. So the question is - if implemented, will this mean combat level 6 just gets arbitrarily assigned to these professions? or do these non-combat experience types grant a tiny contribution to combat level, such that you would hit CL6 by Master Dancer/Musician/Crafter?

(removed downvote)

I do agree on this.
However wouldn't it be simpler to reduce the combat level 6 requirement for basic core weapons to 1 instead of changing how all crafters gain their combat levels?
I mean it is not like this would affect combat chars much since level 6 is reached by them very quickly anyways.