Rebalancing professions

psychedelist

Farmhand
Most of the professions are competitive but a few are really useless and one is OP, i hope to see balance changes to them in the future. I know most people are fine with some choices being by far more optimal, and other choices being "self challenge/variety" (e.g. Artisan vs everything else in the Farmer skill). But personally i'm a fan of the opposite, think it would be best if both alternatives in a branch were pretty similar in terms of money making.

- Artisan
Is there anybody who doesn't pick Artisan? With so many people agreeing that it's by far the best thing to use, there's no denying that it could use some nerfing. To avoid upsetting many people who enjoy it the way it is, there could be an advanced setting to let players choose the new multiplier. I think it should be +10% or 20 at most. It will still be great in the long run, but give more motivation to try to make the most out of the other branches.

- Coopmaster and Shepherd
If the Artisan nerf was applied, Shepherd would then be kind of reasonable, but Coopmaster would still seem pointless no matter what. What is the point of Coopmaster anyway? Reduced hatch time, so let's try hatching some duck eggs. I'll need to get rid of one animal first, so animal produce will be reduced while the new duck is still a baby. Petting it to the max still takes too long, and in the end when i try to sell it, it's just 1,560 (x1.3 of Marnie's price). I would have earned a lot more if i simply kept the adult happy duck producing iridium quality things, plus petting it everyday wouldn't have been required. So selling animals doesn't work at all from a profit point of view. But maybe the point of Coopmaster is filling your new coops with ducks and chickens by hatching them, rather than buying them? Again it doesn't work, because with Artisan, i can use the extra money to buy all the new animals right away, which means i'll have the coops running at max production capacity much sooner too. Am i missing something, or Coopmaster is flat out terrible?
My suggestions for these two professions are:
- Higher multiplier price of happiest animals compared to the market price (currently 1.3, could be 2.0)
- Much higher pregnancy chance (rabbits should have this ability too, by default, regardless of professions). High tier animals should have less chance than low tier ones, but rabbits should have the highest rate of all, to stay in line with the hatch reduction time idea of Coopmaster.

Shepherd:
- The sheep thing is very niche and implies i should be only using sheeps. Maybe also make goats give milk every day, and pigs have slightly higher chance of finding truffles?

- Tapper
No one sells those syrups, they are used for kegs and bees. And if i were to sell them still, the increase is ridiculously low, given the low price of the items. Either reduce the syrup production time a bit, or increase the price of the items.

- Tracker
I saw nothing but hate towards this profession, so it's not just me. No use for it other than completing the museum faster, and you can make a screenshot of the entire map anyway. Maybe increase the capacity and spawn rate of the worms and forageables. Increase spawn rate of the fishing bubbles and ores in water. Randomly make some trash cans guaranteed to drop a non-thrash item, and point at such trash cans. In cave/mine, indicate where the exit is after 20 in-game minutes, or increase the chance of an exist appearing after 20 in-game minutes spent on a floor. Edit: although admittedly, the trash cans and mines exit ideas don't really suit Foraging as a theme.

- Luremaster
No reason to ever pick it because Mariner is much better in every way. It could be made more desirable indirectly by increasing Willy's bait price by a lot on year 2+.
 
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tomaO2

Planter
Yea, I think there could be some changes here.

Pregnancy for animals is odd in general. You have two birthing chambers in the barn but they are not used. You don't even know they are pregnant until they already gave birth. The animals never sit in them. Getting a buff that lets you make pregnancy potions would be a good way to boost shepherd.

Tapper could give iridium quality sap when you pick it?

Maybe tracker could also work at tracking people?
 

Lappy

Sodbuster
Yes, I agree that there is much greater utility for some professions than others. In fact, the level of usefulness spans a pretty wide range.

I've wondered if I just don't "see" the usefulness of some. It's like playing D&D: it's easy to grasp why you would pick Magic Missile or Heal for your spellbook, but who chooses Bless as their first spell? Are its benefits better than I understand them to be?

To some extent, you could say that some are more useful in the early game and others later on, and gives you a good reason to change professions somewhere along the way. But Artisan is so useful that I never even consider anything else, even for the short term.
 

imnvs

Local Legend
First thing's first, I feel I should link this here: https://forums.stardewvalley.net/threads/rabbits-should-be-able-to-breed.2863/

Oh, and while everyone's like "Artisan! Artisan! Artisan!" I'll be over here cheering for Agriculturalist. If I can get in another round of crops (or more) every season, who needs the increased sale price? Money soon becomes a non-limiter. In my mind Artisan quickly becomes pointless. Time is worth more than money, because time can get you money. I pick Agriculturalist every time, these days. I used to do Shepherd too, but these days... I mostly skip sheep and get all my wool from rabbits. It's less work.
 

psychedelist

Farmhand
Want to elaborate on Coopmaster/Shepherd's selling animals idea. All in all there are 3 variables that can be adjusted to make animal selling worthwhile:
- happiest animal price multiplier (currently x1.3, unaffected by the profession)
- petting bonus (currently +15, x2 with the professions)
- birth chance (unaffected by the professions)
But it's obvious that all or some of these variables should scale with the animal's price. For example, with Coopmaster, having a chicken going from baby to max happiness adult in 7-10 days (which means petting bonus far greater than x2) and then being sold for 2000 (x2.5 the normal price) seems reasonable to me. It's like aging wine, except you have to pet and feed it. On the other hand, it's obvious that with Shepherd, i shouldn't be able to get a baby pig to max happiness in one week and sell it for 40k. The parameters should clearly be lower for high tier animals.

As a generalization of Coopmaster's faster hatching gimmick, Rabbits' birth chance with Coopmaster should probably be higher than that of cows with Shepherd, even if it means tweaking rabbits' other parameters such as price and item drop chances. Likewise, with Shepherd, as a generalization of the current "greater quantities of sheep wool", goats should have a chance to give milk on days when they normally can't, and pigs should be a bit more reliable with finding truffles.

The game has a great potential for selling animals for a profit (it already has the needed functionality, so now it's just a matter of adjusting the variables), and it's a great chance for the animal professions to become very useful by capitalizing on that idea, hope to see it happen in future.
 
First thing's first, I feel I should link this here: https://forums.stardewvalley.net/threads/rabbits-should-be-able-to-breed.2863/

Oh, and while everyone's like "Artisan! Artisan! Artisan!" I'll be over here cheering for Agriculturalist. If I can get in another round of crops (or more) every season, who needs the increased sale price? Money soon becomes a non-limiter. In my mind Artisan quickly becomes pointless. Time is worth more than money, because time can get you money. I pick Agriculturalist every time, these days. I used to do Shepherd too, but these days... I mostly skip sheep and get all my wool from rabbits. It's less work.
What I've started doing lately is going for agriculturalist during Spr/Sum/Fall and putting my valuables in kegs/preserve jars/casks, then in the winter I use the statue in the sewer to change professions to artisan and sell all my artisan goods throughout Winter (which is well worth the 10,000g) and switch back before Spring. I do think making all of the skills equally useful is important to help vary gameplay and so that one option doesn't feel inherently superior, but I do think the strategic value of being able to switch professions doesn't seem to be utilized as much as it could be?
 
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