<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Smuggler Revamp]]></title><description><![CDATA[<p dir="auto">While smuggler has some interesting things about it there is a lot that make is a bit lack luster. Here are a few suggestions for improvement.</p>
<ol>
<li>Make the MUS grind do what it is supposed to do. Have it add the armor, the damage, the extra range. I don't think it needs a major boost over base NGE MUS.</li>
<li>Make fast talk and sly lie group buffs. Maybe short duration like some of the squad leader buffs. Maybe one offensive one defensive.</li>
<li>Add some armor negate to pistols. Not a ton to make them overpowered but enough to make them on par with other weapons.</li>
<li>Add some significant action cost reduction to be more in line with other classes.</li>
<li>Reduce the number of points to get to master smuggler so its more in line with other professions like assassin</li>
<li>Make all smuggler abilities work with all weapons. A good number of the abilities do not work with heavy weapons. I haven't tested other weapons</li>
<li>Overhaul the expertise to give us the choice between damage or debuffs.</li>
<li>Create a few more attacks with short cool down maybe 3 or 4. The debuffs have a pretty long cool down and arent really that useful.</li>
<li>Change scandal from AOE damage to straight weapon damage since there is only cover fire as an aoe.</li>
<li>increase the time of Break the Deal to 10-15 seconds to make it somewhat useful</li>
</ol>
<p dir="auto">I think these would go a long way in making smuggler on par with the other professions.</p>
]]></description><link>https://swgevolve.com/forums/topic/1246/smuggler-revamp</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 22:37:48 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/1246.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 17 Mar 2026 02:57:56 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Smuggler Revamp on Tue, 17 Mar 2026 05:27:07 GMT]]></title><description><![CDATA[<blockquote>
<p dir="auto"><strong>telum, post: 4297, member: 858 wrote:</strong></p>
<p dir="auto">While smuggler has some interesting things about it there is a lot that make is a bit lack luster. Here are a few suggestions for improvement.</p>
<ol>
<li>Make the MUS grind do what it is supposed to do. Have it add the armor, the damage, the extra range. I don't think it needs a major boost over base NGE MUS.</li>
<li>Make fast talk and sly lie group buffs. Maybe short duration like some of the squad leader buffs. Maybe one offensive one defensive.</li>
<li>Add some armor negate to pistols. Not a ton to make them overpowered but enough to make them on par with other weapons.</li>
<li>Add some significant action cost reduction to be more in line with other classes.</li>
<li>Reduce the number of points to get to master smuggler so its more in line with other professions like assassin</li>
<li>Make all smuggler abilities work with all weapons. A good number of the abilities do not work with heavy weapons. I haven't tested other weapons</li>
<li>Overhaul the expertise to give us the choice between damage or debuffs.</li>
<li>Create a few more attacks with short cool down maybe 3 or 4. The debuffs have a pretty long cool down and arent really that useful.</li>
<li>Change scandal from AOE damage to straight weapon damage since there is only cover fire as an aoe.</li>
<li>increase the time of Break the Deal to 10-15 seconds to make it somewhat useful</li>
</ol>
<p dir="auto">I think these would go a long way in making smuggler on par with the other professions.</p>
</blockquote>
<p dir="auto">Thank you for the detailed suggestion and for taking the time to lay everything out so clearly. There are a lot of thoughtful ideas here around improving Smuggler’s overall feel and bringing it more in line with other professions.</p>
<p dir="auto">Development will take a look at this. We do currently have a very full roadmap as we work toward our next chapter release, so changes like this may take some time to review and implement properly.</p>
<p dir="auto">I’ll keep you posted on where these ideas end up.</p>
<p dir="auto">Orton<br />
Evolve Community Manager</p>
<p dir="auto"><em>Historical reactions: Like × 1</em></p>
]]></description><link>https://swgevolve.com/forums/post/3576</link><guid isPermaLink="true">https://swgevolve.com/forums/post/3576</guid><dc:creator><![CDATA[orton]]></dc:creator><pubDate>Tue, 17 Mar 2026 05:27:07 GMT</pubDate></item></channel></rss>