Commando Archive
Thread: *cry*
gibsonSG wrote:
VemaGara wrote:
Please note:
- Doc will take two less Medic bars. You will get more skill points to spend elsewhere.
- If you do choose to craft, the total cost will be EXACTLY what it is now. You don't need MasterBE to hit +10experiment. All you need is Box4 of medical crafting.
- You still have enough points to pick up an additional mastery.
- No character is self sufficient. Did you make your own armor and guns? Food? House? Clothing?
- You get a free respec on your character.
So you see, you CAN STILL CRAFT and you can STILL HEAL. Your template will still work.
It's nice to see people like yourself being positive about the changes, it really is, but a lot of doctors have spend the last 18 months or so working incredibly hard on resources, speedcapping, skill tapes, vendors etc (not to mention the gameplaying fun they've enjoyed since launch). These aren't the sort of commitments that are gonna be swept away by the devs without a lot of cancellations on the part of the playing community. On the other hand there will be a new influx of docs who like the new system, c'est la vie.
Personally I dont care how we can switch/compromise our templates to adapt to the changes. I didn't play a MMORG that stops halfway through and says "screw the players who helped us develop the game" we'll drop them like a stone and revamp, change all resources make you relearn a game youve enjoyed for a long time.
I'm too old for this sh1t, I like solo playing sometimes and sometimes not,I don't have time to relearn a gamesystem all over again and build up resources etc
Free buffs for pvp rebs till the change, whenever that is (could be ages if SOE's track record is anything to go by) and thenhit the cancel button. In the meantime I shall be having fun pvp'ing as a doc by healing rezzing curing and dragging, buffing noobs, guildhunting and enjoying the game as I always have. No system will be perfect, there will always be problems/complaints, after the CU people will cry exploit about new tactics, bugs will remain and there will still be imbalance between templates and urges to changefrom the playing community.
I suppose we were lucky we had it so good for so long
/cheer. Agree with 95% of what you said here
miodac wrote:
You are entitled to an opinion of course, but peddling misinformation helps noone. Why so hung up on a out of character label for the skill you have ? You can make medicines pre-CU and if you take the right skill also after CU, simple as, does it really matter if it is labelled bio-engineer or doctor ?
except that many of the resources have changed, so even if you spend millions on resources as soon as the CU hits you will be starting from scratch. as for the new requirements, if you are a tk/doc now you have 18 sp left over to get novice scout or novice artisan to survey or harvest as you need. In the new system you can still be a tkm/doctor and still craft, but you will not have survey and harvest at your disposal so not only did all your resource requirements changed, you are going to have a hard time collecting them yourself.
Eskie wrote:
Removing crafting from doc forces former master docs to become BE dabblers.
The BE med crafting is nigh useless. We're not being forced to do anything. We're just losing any need for craftables entirely, something I'm not sure I like.
MC
Well - if youre Architect or Tailor you will be fine, but all crafters outfitting a combat class will take a huge hit.
Message Edited by Eskie on 04-17-2005 05:35 PM