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 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.
I actually mentioned this in my next post, would be a much simpler solution.
 
It would be nice to wear my full RE gear without dipping into scout for some CL to equip the knife. Id be able to put a few more points into merchant or surveying or something.

But maybe it's good Im being gimped a little. I haven't looked into it too much.
 
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
Up vote. I'm all for more class combination possibilities. 🤘
 
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.
I like this better if the goal is to use crafting gear, which is what I care about.

If the goal is to increase CL of Artisan, so DE can use slightly higher CL droids, that would be cool too.
 
I'm really stretching my memory so happy to be corrected if I haven't recalled properly, didn't he NGE version offer crafters full CL, they were just limited to two very basic melee/ranged attacks? While I wouldn't suggest going that far with it, maybe capping master crafters to a max CL of 54 with unencumbered light armour would be a nice QOL thing. Or some other way to at least temporarily boost survivability equal to a higher CL, which could be another form of Doc buff I guess.

Deathwatch Bunker is the main thing I can think of where you need to have a crafter tag along, and it's not overly fun dragging them with you in a place they can get one-shot with just a single wrong move, apart from the crafting part they're complete deadweight and can't contribute to anything else there.
 
I'm really stretching my memory so happy to be corrected if I haven't recalled properly, didn't he NGE version offer crafters full CL, they were just limited to two very basic melee/ranged attacks? While I wouldn't suggest going that far with it, maybe capping master crafters to a max CL of 54 with unencumbered light armour would be a nice QOL thing. Or some other way to at least temporarily boost survivability equal to a higher CL, which could be another form of Doc buff I guess.

Deathwatch Bunker is the main thing I can think of where you need to have a crafter tag along, and it's not overly fun dragging them with you in a place they can get one-shot with just a single wrong move, apart from the crafting part they're complete deadweight and can't contribute to anything else there.
No, they did not. Non-combat characters were level 5 i belive