Restore the Helper Monkey Cube

Restore the Helper Monkey Cube
  • Thread starter Thread starter C1RCA
  • Start date Start date
  • Open Feedback Needed Other Artisan 
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 idea/suggestion has been flagged as Feedback Needed by the development team. See the post from the developers asking for follow-up discussion or alternative suggestions to discuss.
Proposal
Revert the Helper Monkey from a necklace back to its original cube form.
Current game mechanics no longer require maintaining Creature Handler to use a non-combat pet, removing the original reason for making it a wearable item. Returning the Helper Monkey to a cube would allow crafters to retain full 5-piece Heroic gear sets, free up an equipment slot, and provide a low-risk quality-of-life improvement aligned with current crafting progression.
Justification
The Helper Monkey was originally converted from a cube to a necklace to avoid forcing crafters to maintain Creature Handler, which at the time required sacrificing skill points and conflicted with many crafting builds. That limitation no longer exists.


With current mechanics allowing the use of non-combat pets without maintaining Creature Handler, the original justification for making the Helper Monkey a wearable item is no longer applicable. As a result, the necklace now creates an unnecessary equipment conflict rather than solving a gameplay issue.


Returning the Helper Monkey to a cube would remove this conflict, allow crafters to fully utilize 5-piece Heroic crafting gear sets, and restore the item to its intended role without affecting balance or progression. The change does not introduce new mechanics and simply aligns the item with the current state of the game.


For these reasons, reverting the Monkey Helper back to a cube is a reasonable, low-risk quality-of-life improvement for crafters.
Motivation
bring the Helper Monkey cube in line with current game mechanics and modern crafting setups. Since the original reason for converting the item into a necklace no longer applies, its current form creates an unnecessary limitation for crafters.


Many crafters now rely on full 5-piece Heroic gear sets as part of their crafting progression. Having the Helper Monkey occupy a wearable slot forces an avoidable trade-off between set bonuses and accessing the buff. Reverting the Helper Monkey back to a cube would remove this conflict and improve overall crafting quality-of-life without impacting balance.


This proposal is intended to modernize the item’s functionality and ensure it supports, rather than restricts, current crafting playstyles.
When the Helper Monkey was changed from a cube to a necklace, the decision made sense at the time. Maintaining Creature Handler required crafters to invest skill points that often conflicted with established crafting builds. Converting the Helper Monkey into a wearable item avoided forcing players to take an additional profession just to access the buff.


Since then, game mechanics have changed.


Players no longer need to maintain Creature Handler to use a non-combat pet, which removes the original constraint that justified converting the Helper Monkey from a cube into a necklace.


Additionally, many crafters — myself included — prefer to use full 5-piece Heroic gear sets for their crafting builds. The current Helper Monkey necklace directly competes with these sets, forcing crafters to give up set bonuses in order to access the buff.


Reverting the Helper Monkey back to a cube would:


  • Allow crafters to keep their full 5-piece Heroic sets intact
  • Restore consistency with the item’s original and more appropriate form
  • Avoid occupying a wearable equipment slot
  • Better align with current game mechanics and quality-of-life expectations
  • Not require crafters to invest skill points or alter their builds

Given the current state of the game and crafting gear progression, reverting the Monkey Helper back to a cube would be a reasonable, low-risk change and a meaningful quality-of-life improvement for crafters.

Reference link
 
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This the one? "Helper Monkey"

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We would be open to this, but an important question needs to be answered first: what benefits should the buff provide? The current effects are not worth the use, and we would like to make the item/buff worthwhile again.
 
We would be open to this, but an important question needs to be answered first: what benefits should the buff provide? The current effects are not worth the use, and we would like to make the item/buff worthwhile again.
just a few ideas

Amazing success %
repair +
less chance of failure
resource quality %
have a chance getting your resource and components back after canceling a craft %
Crafting critical success bonus #
luck #
also like to note armorsmith does not have a helper monkey , should add one for crafting maybe bounty hunter armor or black sun armor just a thought

just a few i can think of , not sure how your team would go about it with being 5 monkeys and each one being different for each crafter profession
 
just a few ideas

Amazing success %
repair +
less chance of failure
resource quality %
have a chance getting your resource and components back after canceling a craft %
Crafting critical success bonus #
luck #
also like to note armorsmith does not have a helper monkey , should add one for crafting maybe bounty hunter armor or black sun armor just a thought

just a few i can think of , not sure how your team would go about it with being 5 monkeys and each one being different for each crafter profession
Fish tank is Architect.

Would these things raise the bar for all crafts though across the board? Make something so difficult to achieve, "required" for your craft.

With server population and the base collections NOT being repeatable, it is very challenging to complete any of these collections
 
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Are the collections anything so worthwhile that they couldn't be given the space collection treatment and be made repeatable? Think that would alleviate the problem of them being insanely challenging down the road.

As for what benefits it should provide, I think it should remain at 2 stat increases like the original design.
Having a % chance to not consume resources if you cancel is a neat idea. Good for when you're trying to make a schematic and have to craft repeatedly until you get your triple amazing success. More amazing success chance would always be welcome.
 
Are the collections anything so worthwhile that they couldn't be given the space collection treatment and be made repeatable? Think that would alleviate the problem of them being insanely challenging down the road.

As for what benefits it should provide, I think it should remain at 2 stat increases like the original design.
Having a % chance to not consume resources if you cancel is a neat idea. Good for when you're trying to make a schematic and have to craft repeatedly until you get your triple amazing success. More amazing success chance would always be welcome.
The collections are currently not repeatable.
20 Nightsister necklace schematics.
20 Unknown Astromech schematics
20 "Posed storm trooper" schematics
20 Fish Tank schematics
20 "Shipwrights assistant" collection

A few of the collections are not too bad. They're one time per character collections.
 
We would be open to this, but an important question needs to be answered first: what benefits should the buff provide? The current effects are not worth the use, and we would like to make the item/buff worthwhile again.
I believe the experimentation on the cube in its original form is a separate type of experimentation that is not considered a “non-profession” source, which would allow you to go over 12 experimentation points.

When the diner at Dantooine Mining Outpost was initially placed for Etinoca, the food & structure experimentation bonus was allowing 13 experimentation points. I believe the helper monkey cube and diner experimentation are the same “type” of experimentation. I only mention this incase it’s decided to just place the same thing on the cube, which may cause unintended experimentation points.

Alternatives could include:
• amazing success chance (all crafts)
• less chance to fail (all crafts)
• repair chance (WS/AS)
• small amount of ground Reverse Engineering chance with stats for space RE on one piece (SEA makers/shipwrights)
• droid bath & pet incubation cooldown reduction: can be a small amount that doesn’t require people to obtain since only affects cooldown and not stats (BE/DE)
• automatic clothing socket regardless of clothing assembly stat: QoL since tailors only need clothing assembly for sockets (Tailor).

Some of the above goes along with the bonuses from the FS crafting trees, however, some things such as less chance to fail, aren’t really that useful. Others things I mentioned are definitely useful. Is the intention to make the cubes worthwhile, but not absolutely required?
 
Throwing out ideas:
Would be horrible for DE business (can't have droid & pet out at same time) but one option could be pet serves as crafting station for the collections you've completed.

My understanding of the goal: to make interesting/worth doing without making required.
 
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Throwing out ideas:
Would be horrible for DE business but one option could be pet serves as crafting station for the collections you've completed.

My understanding of the goal: to make interesting/worth doing without making required.
we
have droids that can do that
 
We would be open to this, but an important question needs to be answered first: what benefits should the buff provide? The current effects are not worth the use, and we would like to make the item/buff worthwhile again.
For Droid Engineer:

Assuming the cap on general modules is 6 (Adv R3), it would be great to have the ability to add a bonus module to droids that have less than 6. Or an ability to convert a general socket to a combat socket or vice versa.

Could call it a "monkey wrench" buff icon while the monkey is out.
 
I believe the experimentation on the cube in its original form is a separate type of experimentation that is not considered a “non-profession” source, which would allow you to go over 12 experimentation points.

When the diner at Dantooine Mining Outpost was initially placed for Etinoca, the food & structure experimentation bonus was allowing 13 experimentation points. I believe the helper monkey cube and diner experimentation are the same “type” of experimentation. I only mention this incase it’s decided to just place the same thing on the cube, which may cause unintended experimentation points.

Alternatives could include:
• amazing success chance (all crafts)
• less chance to fail (all crafts)
• repair chance (WS/AS)
• small amount of ground Reverse Engineering chance with stats for space RE on one piece (SEA makers/shipwrights)
• droid bath & pet incubation cooldown reduction: can be a small amount that doesn’t require people to obtain since only affects cooldown and not stats (BE/DE)
• automatic clothing socket regardless of clothing assembly stat: QoL since tailors only need clothing assembly for sockets (Tailor).

Some of the above goes along with the bonuses from the FS crafting trees, however, some things such as less chance to fail, aren’t really that useful. Others things I mentioned are definitely useful. Is the intention to make the cubes worthwhile, but not absolutely required?

Agreed on the socket for Tailor. Can have all the assembly in the world & still roll no socket. Frustrating.