Doctor Archive
Thread: Doctor Buffs are responsible for the lack of things to do
Deady wrote:
People complain about a lack of challenge, or tough mobs with good loot in SWG.
But, actually its not surprising that this is the case, when people are heading out to battle with HAM stats that can be 3 times what they should be.
If you think about it, SWG was designed before doctor buffs were ever invented. The various creatures, NPCs, missions and dungeonswere all designed and tested with HAMs of between ~600-1200 in mind.
If you suddenly allow people to head out with stats of 3000+, you completely throw combat balance out of the window, which is what we see now.
I guess my point is, the game wasnt ready for Doctor Buffs, and still isnt. I think buffs were added without proper consideration of their effects on game, and that the game still hasnt been able to catch up with the changes they have brought.
Not trying to be mean but ummmm yeah they've been saying this for a pretty long time now. Thats why they are reexamining the HAM mechanics for the combat revamp. There are less than4 places (3 of them are dungeons) that I can think off that someone can't solo with some novice elite profession.
Message Edited by Roustabout on 06-24-2004 08:26 AM
Roustabout wrote:
The DEVS never pictured people getting to near maximum efficiency so quickly. What they should have done was give people in beta (for a week maybe) 90% of maximum buffs (so 900 base packs) 70% composite, good weapons, and let them run around. Surely they must have thought at some point that the crafters would get together and be able to make the best stuff...but I guess they didn't and they greatly underestimated the power of characters. The problem isn't with doctor buffs, it's with the difficulty of the mobs. IMO make mobs deal 2x to 3x as much damage (except in DWB b/c it's ridiculous already) and leave buffs how they are. Try running Kunga missions or Geo Cave with that going on and there's no way you won't need a group.
Edit: Damn I've been here forever....Kunga=easy now... but you get the point
Message Edited by Roustabout on 06-24-2004 08:26 AM
BrJLa wrote:
As a doc, I blame the armor.Although it'snot one or the other, but the relationship between the two. My helmet got to zero condition fighting night sisters the other night.(I was not solo, by the way.) It might have taken me too long to notice, but once I did I was dead before I could get to my speeder. When my Ubese Jacket gets to zero condition while hunting Herb meat on Endor, suddenly I'm using my Stim B's or Stim D's. HAM would come into play if armor weren't as effective. Or maybe it would come into play if you reduced secondary buffs substantially. But it's the balance between the two that needs to be fixed. Not just one or the other.
I would like to see the balance changed, though, so that HAM did play more of a role. That way the market for Stims will go up.
Scoooter wrote:
MasterNerfSlayer wrote:
Roustabout wrote:
The DEVS never pictured people getting to near maximum efficiency so quickly. What they should have done was give people in beta (for a week maybe) 90% of maximum buffs (so 900 base packs) 70% composite, good weapons, and let them run around. Surely they must have thought at some point that the crafters would get together and be able to make the best stuff...but I guess they didn't and they greatly underestimated the power of characters. The problem isn't with doctor buffs, it's with the difficulty of the mobs. IMO make mobs deal 2x to 3x as much damage (except in DWB b/c it's ridiculous already) and leave buffs how they are. Try running Kunga missions or Geo Cave with that going on and there's no way you won't need a group.
Edit: Damn I've been here forever....Kunga=easy now... but you get the point
Message Edited by Roustabout on 06-24-2004 08:26 AM
People seem to forget that the entire creature database was revamped in December with the Combat Balance in mind. It's just taking them 10 months longer to implement the rest of the CBthan they wanted it to.
A point many forget about.
The combat/ham rebalance was supposed to be in a long time ago and they nerfed the creatures already
I too blame the armor as well and not the buffs.
I usually play unarmored and I take large amounts of damage and I am far from unstoppable woth 2600 buffs.
But when you have those kinds of buffs and 70-80% composite..forget about it.
un the combat balance is being done a prof at a time mainly so its still going on actually hehe
and as for the rest your dead right 80% kin armour + 2500 buffs = virtually unbeatable
Radar-X wrote:
Deady wrote:
People complain about a lack of challenge, or tough mobs with good loot in SWG.
But, actually its not surprising that this is the case, when people are heading out to battle with HAM stats that can be 3 times what they should be.
If you think about it, SWG was designed before doctor buffs were ever invented. The various creatures, NPCs, missions and dungeonswere all designed and tested with HAMs of between ~600-1200 in mind.
If you suddenly allow people to head out with stats of 3000+, you completely throw combat balance out of the window, which is what we see now.
I guess my point is, the game wasnt ready for Doctor Buffs, and still isnt. I think buffs were added without proper consideration of their effects on game, and that the game still hasnt been able to catch up with the changes they have brought.
Not trying to be mean but ummmm yeah they've been saying this for a pretty long time now. Thats why they are reexamining the HAM mechanics for the combat revamp. There are less than4 places (3 of them are dungeons) that I can think off that someone can't solo with some novice elite profession.
hmm where is the 4 th non dungeon place your thinking of???
dsvella wrote:
BrJLa wrote:
As a doc, I blame the armor.Although it'snot one or the other, but the relationship between the two. My helmet got to zero condition fighting night sisters the other night.(I was not solo, by the way.) It might have taken me too long to notice, but once I did I was dead before I could get to my speeder. When my Ubese Jacket gets to zero condition while hunting Herb meat on Endor, suddenly I'm using my Stim B's or Stim D's. HAM would come into play if armor weren't as effective. Or maybe it would come into play if you reduced secondary buffs substantially. But it's the balance between the two that needs to be fixed. Not just one or the other.
I would like to see the balance changed, though, so that HAM did play more of a role. That way the market for Stims will go up.
dude as a master AS on chilstra i fail to see what you are getting at. are you saying to balance the game we need to be nerfed? hell comp already has some major down points as it is. with the encumbrance and all. but still i think that buffs are nessary. armour dont (and will never) stop everything. and when in the DWB for example u need all the damn help u can get. yeah there mabye a lack of things to do but thats because your average guy cant be arsed to do a crafting prof.
yes but the comp you guys are making stop far to much without the good armour buffs are no where near as effective I have tried it unintentionally when my chest, helmet and legs reached 0 condition doing a enraged rancor lair, had 3 attacking me and was not losing ANY health untill the armour failed then they nearly killed me with 2400 buffs :/
Oh and I'm no average guy
and armour needs a nerfing or a good balance as well as the buffs to be honest.
Try not just to think of your pocket and cash when talking about things try and think honestly and not how a nerf will effect you as an AS ![]()
if they nerf buffs and armour it will effect me major style but they still need balancing no matter how much I would love them to stay the same personally
Armour and buffs have got far to good. I should not be able to take on 8 enraged rancors at ONCE without losing and HAM points.... or solo a krayt dragon ... or solo the geo labs (with care)
The only 2 places where I need to be grouped is the DWB and the corvette and there both pretty evil hehe
MasterNerfSlayer wrote:
Roustabout wrote:
The DEVS never pictured people getting to near maximum efficiency so quickly. What they should have done was give people in beta (for a week maybe) 90% of maximum buffs (so 900 base packs) 70% composite, good weapons, and let them run around. Surely they must have thought at some point that the crafters would get together and be able to make the best stuff...but I guess they didn't and they greatly underestimated the power of characters. The problem isn't with doctor buffs, it's with the difficulty of the mobs. IMO make mobs deal 2x to 3x as much damage (except in DWB b/c it's ridiculous already) and leave buffs how they are. Try running Kunga missions or Geo Cave with that going on and there's no way you won't need a group.
Edit: Damn I've been here forever....Kunga=easy now... but you get the point
Message Edited by Roustabout on 06-24-2004 08:26 AM
People seem to forget that the entire creature database was revamped in December with the Combat Balance in mind. It's just taking them 10 months longer to implement the rest of the CBthan they wanted it to.