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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.
This prefix is applied by a Galactic Senator when they are officially sponsoring a post for consideration by the Development Team.
Remove the possible bake-in +1 RE Chance from weapons and change Armor bake-in to +2 RE Chance
Justification
Combat Level 1 Crafters cannot use a survival knife with a basic weapon core as it has a CL6 requirement.
Motivation
Full crafter templates are the ones usually doing the RE work. They should not need to spend skill points on irrelevant boxes to be CL6 to hit RE Chance cap (59).
This recommendation is coming from a reverse-engineering perspective. My crafter is CL 1. I cannot use a survival knife with a bake-in RE Chance +1 stat as it has a level 6 requirement. It does not make a ton of sense for a crafter to spend skill points on a few boxes of a combat profession to hit a crafting modifier cap (59 for RE Chance). This should be obtainable as a level 1 crafter.
I definately think the easiest way to fix this, would be Rahrim's solution, with a schematic for a level 1 weapon that takes a weapon bit while crafting it, so it doesn't have to go in a basic core, requiring CL6.
I'm not saying it's necessarily easy, but imagine the Decorative Survival Knife having an optional slot for a weapon bit. That sounds awesome!
Another option would be to add CL to the novice advanced crafting professions? Novice Weaponsmith? You are now CL6, problem solved, no matter which profession you are trying to bake-in a stat for.
Another option would be to add CL to the novice advanced crafting professions? Novice Weaponsmith? You are now CL6, problem solved, no matter which profession you are trying to bake-in a stat for.
Yes I agree this is another solution. I debated on proposing something similar. However, I feel like the implications of my proposed change MIGHT be less than the CL for crafters. I am not totally sure about that, was just my gut feeling.
I craft and I am also a Reverse Engineer. I took a few points of a combat class so that I could equip a weapon with baked-in stats to aid in my RE business as well as for weapons in other areas.
While I would much rather use those skill points in my crafting, I appreciate that the current system makes the player choose between the breadth of crafting more things and the depth of crafting better things. It is a trade-off, and as such I think the system is better the way it is now.
this falls a bit inline with a previous PV i made to have all novice masteries be CL15. I think a good compromise would be what is proposed by Ellana: the novice box in adv crafting profs are CL6 (not additive if you have multiple)
I will sponsor this and see if it gets any movement.