Bio-Engineer Skill Mod Diversity

Bio-Engineer Skill Mod Diversity
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
BIOENGINEER REBALANCE PROPOSAL

BIO ENGINEER PRE-REQS (Novice Medic + xxx4 Medic):


Current Skill Mods:
  • Medical Assembly +50
  • Medical Experimentation +50
Proposed Skill Mods:
  • Medical Assembly +50 -> +25 (+5 per box)
  • Medical Experimentation +50 -> +25 (+5 per box)

NOVICE BIO ENGINEER BOX

Current Skill Mods:
  • Medical Assembly +10 (+60 total)
  • Medical Experimentation +10 (+60 total)
Proposed Skill Mods:
  • Medical Assembly +10 -> +5 (+25 total)
  • Medical Experimentation +10 -> +5 (+25 total)
No Change to Schematics


CLONE ENGINEERING TREE

Current Skill Mods: None

Proposed Skill Mods:


  • CLONE ENGINEERING I
    • Incubation Quality +5
    • Incubation Processing Time +1
  • CLONE ENGINEERING II
    • Incubation Quality +5 (+10 total)
    • Incubation Processing Time +1 (+2 total)
  • CLONE ENGINEERING III
    • Incubation Quality +5 (+15 total)
    • Incubation Processing Time +2 (+4 total)
  • CLONE ENGINEERING IV
    • Incubation Quality +5 (+20 total)
    • Incubation Processing Time +2 (+6 total)

Current Schematics: BE consumables + equipment

Proposed Schematics:


  • Option A:
    • Make No Changes
  • Option B:
    • Add a craftable subcomponent to Enzyme Re-Processors like the other BE equipment and place it in the Clone Engineering IV box, and place the Re-Processor itself in the BE Master box.

TISSUE ENGINEERING TREE

Current Skill Mods: None
Proposed Skill Mods: None

Current Schematics: Tissues/Additives
Proposed Schematics: No Change


DNA SAMPLING TREE

Current Skill Mods:
  • DNA SAMPLING I
    • Incubation Quality +5
    • Genetic Engineering +30
  • DNA SAMPLING II
    • Incubation Quality +5 (+10 total)
    • Incubation Processing Time +2
    • Genetic Engineering +30 (+60 total)
  • DNA SAMPLING III
    • Incubation Quality +10 (+20 total)
    • Incubation Processing Time +3 (+5 total)
    • Genetic Engineering +40 (+100 total)
  • DNA SAMPLING IV
    • Incubation Quality +5 (+25 total)
    • Incubation Processing Time +3 (+8 total)
    • Genetic Engineering +25 (+125 total)
Proposed Skill Mods:
  • DNA SAMPLING I
    • Incubation Quality +5 -> [MOVED TO CLONE ENGINEERING]
    • Genetic Engineering +30 -> +15
  • DNA SAMPLING II
    • Incubation Quality +5 -> [MOVED TO CLONE ENGINEERING]
    • Incubation Processing Time +2 -> [MOVED TO CLONE ENGINEERING]
    • Genetic Engineering +30 -> +20 (+35 total)
  • DNA SAMPLING III
    • Incubation Quality +5 -> [MOVED TO CLONE ENGINEERING]
    • Incubation Processing Time +3 (+5 total) -> [MOVED TO CLONE ENGINEERING]
    • Genetic Engineering +40 -> +25 (+60 total)
  • DNA SAMPLING IV
    • Incubation Quality +5 -> [MOVED TO CLONE ENGINEERING]
    • Incubation Processing Time +3 (+8 total) -> [MOVED TO CLONE ENGINEERING]
    • Genetic Engineering +25 -> +30 (+90 total)

Current Schematics: None
Proposed Schematics: None


ENGINEERING TECHNIQUES TREE

Current Skill Mods:
  • ENGINEERING TECHNIQUES I
    • Medical Assembly +10 (+70 total)
    • Medical Experimentation +10 (+70 total)
  • ENGINEERING TECHNIQUES II
    • Medical Assembly +10 (+80 total)
    • Medical Experimentation +10 (+80 total)
  • ENGINEERING TECHNIQUES III
    • Medical Assembly +10 (+90 total)
    • Medical Experimentation +10 (+90 total)
  • ENGINEERING TECHNIQUES IV
    • Medical Assembly +10 (+100 total)
    • Medical Experimentation +10 (+100 total)
Proposed Skill Mods:
  • ENGINEERING TECHNIQUES I [NO CHANGE]
    • Medical Assembly +10 (+35 total)
    • Medical Experimentation +10 (+35 total)
  • ENGINEERING TECHNIQUES II [NO CHANGE]
    • Medical Assembly +10 (+45 total)
    • Medical Experimentation +10 (+45 total)
  • ENGINEERING TECHNIQUES III
    • Medical Assembly +10 -> +15 (+60 total)
    • Medical Experimentation +10 -> +15 (+60 total)
  • ENGINEERING TECHNIQUES IV
    • Medical Assembly +10 -> +15 (+75 total)
    • Medical Experimentation +10 -> +15 (+75 total)

Current Schematics: Enhancers & Stim C/D

Proposed Schematics: Move Stim D & Several Enhancers to Master Box


MASTER BOX

Current Skill Mods:
  • MASTER BIO ENGINEER
    • Incubation Processing Time +3 (+11 total)

Proposed Skill Mods:
  • MASTER BIO ENGINEER
    • Medical Assembly +0 -> +25 (+100 total)
    • Medical Experimentation +0 -> +25 (+100 total)
    • Incubation Quality +5 (+25 total)
    • Incubation Processing Time +5 (+11 total)
    • Genetic Engineering +35 (+125 total)

Current Schematics: Additives, Tissues, Pet Stims
Proposed Schematics: Above & Stim D/Some Enhancers, possibly Re-processor if a sub-comp is added.




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Justification
Right now, the payoff for the majority of the BE skill tree is essentially non-existent. You can make capped top end pets, enhancers, and stims with just xx44. That is contrary to the setup of literally every other crafting profession. These changes (apart from a potential Re-Processor sub comp) do not require much besides the shuffling of skill mods, and potentially several schematics. By spreading out the aforementioned items it takes the lopsidedness out of the skill tree while also incentivizing/rewarding holding the Master BE box - which currently on the live server holds little value.
Motivation
Bio Engineer has not gotten a ton of love - and I understand - its lower on the totem pole than a lot of other things. However, this is a QoL adjustment that would bring balance to the entire skill tree and less awkward overbloat of some boxes. It does not penalize anyone wishing to have a fulltime, dedicated bio-engineer, versus minimal point investment for maximum potential.
TLDR of above: Shuffle points around to evenly spread the BE related skill mods.

Currently, the vast majority of relevant BE skill mods for pets lie solely within xx4x (DNA Sampling) and for consumables for BE are almost entirely available with just xxx4 (Engineering Techniques). The 4xxx (Clone Engineering) trees only has the consumables/equipment and no skill mods. The x4xx (Tissue Engineering) contains no skill mods, and with additives, tissues (non-functioning), and 2 pet stimpacks. The master BE box only has incubation time reduction skill mod, and craftables of Additives, Tissues (non-functioning) and top end pet stimpacks. As such, the skill tree is rather lopsided and allows for minimal investment for maximum results. It is the only crafting profession that has this advantage.
 
will give it a thumbs up, having all prequals as medic and no scout required to become a BE, makes more sense. Scouts would have something to gain if they are the only ones that can harvest the DNA and I would just give it 100% at master box instead of in the tree's.
 
will give it a thumbs up, having all prequals as medic and no scout required to become a BE, makes more sense. Scouts would have something to gain if they are the only ones that can harvest the DNA and I would just give it 100% at master box instead of in the tree's.
To clarify here, I'm not suggesting removing the BE pre-req from scout, it's just there are no relevant skill mods from the Scout pre-req tree. One could argue DNA harvesting, but that doesn't have any boosts in the BE tree and is more of a scout function.
 
Overall, I agree with your justification. Master BE needs to hold more weight and shouldn't be a minimal investment for maximum results. Example: a master combat profession solo'ing gold mobs for hydros while being able to make capped pets and only having 20 points spent on the crafting profession with no inconvenience of respeccing at all.

My only concern is the proposed positioning of Genetic Engineering. This would likely make it more ideal (and likely heavily suggested) to bring your BE hydro farming, which is what myself and others already do. Some keep xx4x BE solely for hydro farming to sell raw 8 hydros, which is a common item to farm if you can find a buyer. This would likely eliminate this as a farming option for those players. Also, we already receive an extra +5 incubation quality on Resto. If the overall intention is for Master BE to be required to cap a pet, then spread it +15 in 4xxx (Clone Engineering) and +10 in master box for a total of +25 Incubation Quality. Could also eliminate the +5 bonus only seen on Resto and spread it +15 in 4xxx and +5 in master.

Related sidenote: novice BE and master BE boxes could be an option for the current +20 DNA harvesting seen in Ranger (+10 novice ranger & +10 master ranger). The DNA harvesting bonus in x4xx scout was moved to xx4x scout on TC (BE prereq). Wasn't all the DNA harvesting stats with BE in preNGE anyway?
 
Ithorian is exactly where I am with this. Overall I agree but unlike other crafters BE takes 29 more skill points to get to and its presence is required in higher end combat for hydrolase extraction so I'd be a bit reluctant to move genetic engineering into the master box
 
Overall, I agree with your justification. Master BE needs to hold more weight and shouldn't be a minimal investment for maximum results. Example: a master combat profession solo'ing gold mobs for hydros while being able to make capped pets and only having 20 points spent on the crafting profession with no inconvenience of respeccing at all.

My only concern is the proposed positioning of Genetic Engineering. This would likely make it more ideal (and likely heavily suggested) to bring your BE hydro farming, which is what myself and others already do. Some keep xx4x BE solely for hydro farming to sell raw 8 hydros, which is a common item to farm if you can find a buyer. This would likely eliminate this as a farming option for those players. Also, we already receive an extra +5 incubation quality on Resto. If the overall intention is for Master BE to be required to cap a pet, then spread it +15 in 4xxx (Clone Engineering) and +10 in master box for a total of +25 Incubation Quality. Could also eliminate the +5 bonus only seen on Resto and spread it +15 in 4xxx and +5 in master.

Related sidenote: novice BE and master BE boxes could be an option for the current +20 DNA harvesting seen in Ranger (+10 novice ranger & +10 master ranger). The DNA harvesting bonus in x4xx scout was moved to xx4x scout on TC (BE prereq). Wasn't all the DNA harvesting stats with BE in preNGE anyway?
Definitely understand this point. When I was typing it all out I was trying to equally spread it all out, but I can definitely see the genetic engineering point.

Overall I think everything is definitely fluid - I just feel its important to get what feels like 90% of BE, out of two trees.