Doctor Archive
Thread: Back to the field...
There have been a lot of posts about how the CU is going to destroy lots and lots of professions: entertainers, organic harvestors, doctors, etc. We really can't say with the information we have. However, I was looking over the CU notes and it exactly made me slightly interested in being a Doc. Why? Because the CU is actually going to make doctors into characters again instead of just being buffbots out at the C-net starport.
I remember when I first started to play (well after buffs has been discovered by the general players, but I didn't know about them), I remember grouping with people to do squill missions on Tatoonie. It was so much fun.
I also remember how much I loved grouping with one person specifically: TrevorH. Why? Because he was a Doc (not master at the time) who grouped up with us. It was so nice having him rez us. It was so nice to have him there to heal. But it was still exciting as you had to keep yourself alive and keep things from killing him... just in case.
While the CU might end the high profit buisness of buffs, it does do one thing. It makes Doctors VERY valuable back out on the field. To me, it looks like a positive change. Docs don't just stand at C-net handing out buffs. They are out in the field, in the heat of combat. Isn't that more fun than "12K for buffs. 2400 to stats for 3 hours"?
I know many Doctors who just funneled that money to another account that had a combat character, but I still think going back in the field is better for the profession.
Again, if I'm trolling, I apologize. But I have to admit, Doctor looks more interesting now than it did when it was a buffbot position.
RunningRoutes wrote:
I remember when I first started to play (well after buffs has been discovered by the general players, but I didn't know about them), I remember grouping with people to do squill missions on Tatoonie. It was so much fun.
Aeron-Blackthorn wrote:
I don't disagree completely however some of use did use all of our lines including crafting. That is what dissappoints me the most I suppose.
Sadly that harsh truth of the matter is Most did not. Those Doctors that have been around a long time know that buffing is not a "Cash Crop". It's good for a quick buck and thats about it. So we have no one else to blame but ourselves for letting people come in here everyday asking how to cheat themselves, the system, and the players.....and the thing that makes me mad is thatpeople just gave them everything they needed to do so.
It takes skill to be a Doctor....not a macro, or a tumbler, or ABECs in practice mode...skill....and some people either forgot that or just didn't care. It's not the point. All doctors came off to the GP as Tumbler using, Macro Cheating, ABEC practice mode crafting......Buff Bots.
And frankly I don't blame SOE one bit for putting a stop to it. In fact I'm very glad they are. Now I can get back to the profession at which I know how to play without having to worry about griefers and AFKers destroying my reputation as "a Doctor"
I'm sad that all the time I put into getting resources currently seem like a waste.....but if I have to give that up so be it. I'm here to be a Healer....not a crafter, not a buff bot.
hulahoops wrote:If docs are to go back into the "field" why have Combat Medics? just give all what the combat medics can do to the doc and completely do away with that pro.....either that or keep docs where they should be....and let the combat medics do what they are designed to do...help and support in the field.....Docs should be no where near the field...if you want to go hunting in grps be a combat medic not a doc.....And yes i am currently a md/mcm....which do i prefer? well i prefer being a doc...i mostly craft and heal wounds i only buff guildies..so im not a buffbot....i thought apart from the buff side of docs that the doc prof was already pretty well balanced but i guess not....what do i know!!
I would think giving docs all the abilities of CM would be going the wrong direction when desiring balance. Imagine a player who could heal themeselves easily of damage, states, poison, disease--in addition to hurling all of that at enemies. And still have room for an elite combat profession. I definitely want to see two healing professions, each with its strengths and weaknesses. I think the profession roles snippets make it clear that the devs have tried to do so.
Sunakk wrote:
hulahoops wrote:
If docs are to go back into the "field" why have Combat Medics? just give all what the combat medics can do to the doc and completely do away with that pro.....either that or keep docs where they should be....and let the combat medics do what they are designed to do...help and support in the field.....Docs should be no where near the field...if you want to go hunting in grps be a combat medic not a doc.....And yes i am currently a md/mcm....which do i prefer? well i prefer being a doc...i mostly craft and heal wounds i only buff guildies..so im not a buffbot....i thought apart from the buff side of docs that the doc prof was already pretty well balanced but i guess not....what do i know!!
I would think giving docs all the abilities of CM would be going the wrong direction when desiring balance. Imagine a player who could heal themeselves easily of damage, states, poison, disease--in addition to hurling all of that at enemies. And still have room for an elite combat profession. I definitely want to see two healing professions, each with its strengths and weaknesses. I think the profession roles snippets make it clear that the devs have tried to do so.
I do totally agree with you..but what im trying to say is you shouldnt need both docs and combat medics in the field...the field should simply be for combat medics and not docs...i cant understand why the devs are pushing the docs back into the field.....
Aeron-Blackthorn wrote:
I don't disagree completely however some of use did use all of our lines including crafting. That is what dissappoints me the most I suppose.
MyT_Chicken wrote:
Aeron-Blackthorn wrote:
I don't disagree completely however some of use did use all of our lines including crafting. That is what dissappoints me the most I suppose.
Sadly that harsh truth of the matter is Most did not. Those Doctors that have been around a long time know that buffing is not a "Cash Crop". It's good for a quick buck and thats about it. So we have no one else to blame but ourselves for letting people come in here everyday asking how to cheat themselves, the system, and the players.....and the thing that makes me mad is thatpeople just gave them everything they needed to do so.
It takes skill to be a Doctor....not a macro, or a tumbler, or ABECs in practice mode...skill....and some people either forgot that or just didn't care. It's not the point. All doctors came off to the GP as Tumbler using, Macro Cheating, ABEC practice mode crafting......Buff Bots.
And frankly I don't blame SOE one bit for putting a stop to it. In fact I'm very glad they are. Now I can get back to the profession at which I know how to play without having to worry about griefers and AFKers destroying my reputation as "a Doctor"
I'm sad that all the time I put into getting resources currently seem like a waste.....but if I have to give that up so be it. I'm here to be a Healer....not a crafter, not a buff bot.
Message Edited by Obata on 03-31-2005 12:26 PM
Obata wrote:
While I love that docs will be back in combat (I've actually been there all along), I hate the way it is getting implemented. I'm a firm believer that the number one reason that there are not many docs out in the field now is that we simply aren't needed. The only skill we have right now that is in great demand is buffing. I would love to see a system in which buffing is greatly reduced, along with armor protection, but the basic healing system is left intact.
Unfortunately, the devs never gave such a system a chance.
Message Edited by Obata on 03-31-2005 12:26 PM
I just don't understand why they coulnd't make buffs less effective. Did they really need to remove them... oh ya, we can still buff 10-20%.... what's the point.
Obata wrote:
While I love that docs will be back in combat (I've actually been there all along), I hate the way it is getting implemented. I'm a firm believer that the number one reason that there are not many docs out in the field now is that we simply aren't needed. The only skill we have right now that is in great demand is buffing. I would love to see a system in which buffing is greatly reduced, along with armor protection, but the basic healing system is left intact.
Unfortunately, the devs never gave such a system a chance.
Message Edited by Obata on 03-31-2005 12:26 PM
Why do you "love" the idea of Docs being in Combat?...Surely if you want to go into combat you should become a Combat Medic....The only thing that should of benn nerfed in the Doc profession is the buff side....nothing else should of been touched....
Marrow1 wrote:
The doc skill will now be
F4 = Heal damage
F5 = Buff
F6 = Rez
F7 = heal state
F8 = cure poison/disease
Hmm, thats about it. Five function keys will sum up doc. Just pick which "majic" button to push. Oh, it will be very complex, you will not only have to pick a majic button but a target as well. Oh, and you will get to chase them down.
We have the exact same set up now.....there is no difference....none, not one tiny bit of difference.
Ooops what am I thinking. Every doc will have a cure all macro that does all of the healing. So really they will just be spaming that button. Well, at least they will have to pick a target. /shrug.
Cure all macro's probably won't work very well because of cooldown....
As for there not being buff bots... Hmm with no resouce cost will bots usage go up or down? Me thinks up.
See I don't think so....because the need for buffs will not be like it is today. Maybe I'm wrong....but I don't think the investment of Doctor just to buff is worth it anymore.
As for those who macro thier way up to master, will that go up without meds or down? Me thinks up.
Again, unless a person plans to actually play the profession, the SP investment probably won't be worth it.
Will you be disparaging BE, chefs, and every other crafting prof that uses macros to grind exp? Are they less of a prof than doc? Does it take more or less skill to craft than heal?
It takes more skill to be a good crafter.....But the difference between meds right now is almost zip....Back in the day the difference was noticable, but not anymore. Everyone is running around with almost the exact same stuff. And a lot of those people still don't know how to heal properly. Healing Items don't make the Doc, player skill does.
I was a doc because I was a healer, a crafter, a buffer, a rezer, seller, etc. They made the prof the most indepth prof available.
I like all those things to....and you can still do that in the new system.
I fear we will be left with a one button spaming prof.
I don't, not with how they are explaining windups and cooldowns.