Doctor Archive

Thread: Can someone translate what Thunderheart wrote?

alpinestreams
Thu Jun 10, 2004 8:34 pm
#1



Cause I sure can't understand it. I've even gone to college and can't make sense of this. Multi-thousand point buffs?


Here is his response to a question on buffs.


Doctor
Are there any details about how buffs will be effected in the upcoming combat balance?

The only details available at this point are that we are going to look at all the numbers. The types of things that will change is that multi-thousand point HAM buffs will not be available. Over time, as various combat variables have increased in scale such as armor resistances, weapon efficiencies, equipment slices, buffs have also been pushed beyond balanced limits by exceptionally smart players. As this information works its way through the community, it tilts all the numbers to an extreme imbalance. During the combat balance, we will look at these numbers and also post focus threads on any proposed changes. One thing to remember though is that the HAM revamp is going to change the dynamics of combat so it makes comparing old system and new system numbers difficult to realize in terms of raw game play.

Message Edited by alpinestreams on 06-10-2004 10:36 PM




Chewen' the Cloaked Defender


Darkknt
Thu Jun 10, 2004 8:54 pm
#2

Multi-thousand buffs meaning buffs will change from being 2000+ buff for each stat to a lesser number, as it brings imbalance as it is right now, at least thats what I understand.

P.S never truly read it until now, that bites




Dritz Okawia q Elder Jedi


CyberBob123
Thu Jun 10, 2004 9:16 pm
#3






alpinestreams wrote:



buffs have also been pushed beyond balanced limits by exceptionally smart players.





Does it actually take a genius to go "experimental properties OQ, SR, DR, lets get the best of those resources possible"?






--Felyn Iciza--
Vendor's outside Imperial Outpost, Talus -2371 2502

alpinestreams
Thu Jun 10, 2004 9:54 pm
#4

Ok, I was a wookie up till last month. There's a reason wookies whined about having no armor at one time. Buffs weren't enough compared to the other species who could get armor and fight a hard mob unscathed. I finally had enough and went human, and it's been great since the change. You guys who never have been a wookie have no idea how powerful that 80% composite armor is.


My point? It's the armor not so much the buffs that create some unbalance. I don't understand how we somehow pushing buffs beyond their intended orgins so their no longer balanced. After all,the devsmade the enhancement packs to possibly go that high if made correctly. (scratches head)




Chewen' the Cloaked Defender


DarthXanthic
Thu Jun 10, 2004 11:43 pm
#5

Buff packs are actually capped at 2000 power, so its not the buffs that are reaching the max potential, its the armor, 90% is best...


BUT...


Its easier for them to nerf buffs and accomplish two things: 1) Make encumb a factor so wearing 90% full suits isn't possible and 2) make ham costs for specials matter, so people can't spam.


A lot easier than retro nerfing armor.
DerelictTanee
Fri Jun 11, 2004 1:58 am
#6

I agree with you there LordOfFatness, the buffing system shouldn't be about a total "point " number but rather a percentage of the target's base HAM value.


I've been wondering for a little while now whether the buffing system would work if it was modified to something like this:

Buffpack-A = 20% of target's stat

Buffpack-B = 40% of target's stat

Buffpack-C = 60% of target's stat

Buffpack-D = 80% of target's stat


Or there abouts anyway... Then add on the factors of:

Wound Treatment skills = 5-10%

Droid's medical capability = 10%

Food if you have anything = 5-10%


Then the most you can get is 110% of the target's base HAM value. This will make Wookiees get a better buff than everyone else. This will also serve a purpose that since Wookiees can't wear as good armour as the rest of the population, they get a better buff result.


And to tell the truth, and what I tell my customers who bemoan about an 1800 buff. "Realise that any buff given to you which surpasses the 900-1000 mark you will not notice the overall effect. You will still be able to spam your specials without a care to worry about."


I've actually tested this. I've made and given myself a 1000 point buff on all 6 stats, then I gave myself my (current packs) 1800-2100 point buff on all stats. Both I ran missions with. I didn't take longer to complete a mission with a low end buff as compared to a high end buff.


Face it - being able to tank and repetatively taunt an Ancient Canyon Krayt Dragon while your mates with their guns peck at it safely is something that shouldn't be done. Yet... somehow... I've managed it... many a time...
LordOfFatness
Fri Jun 11, 2004 2:19 am
#7






DerelictTanee wrote:

I agree with you there LordOfFatness, the buffing system shouldn't be about a total "point " number but rather a percentage of the target's base HAM value.


I've been wondering for a little while now whether the buffing system would work if it was modified to something like this:

Buffpack-A = 20% of target's stat

Buffpack-B = 40% of target's stat

Buffpack-C = 60% of target's stat

Buffpack-D = 80% of target's stat


Or there abouts anyway... Then add on the factors of:

Wound Treatment skills = 5-10%

Droid's medical capability = 10%

Food if you have anything = 5-10%


Then the most you can get is 110% of the target's base HAM value. This will make Wookiees get a better buff than everyone else. This will also serve a purpose that since Wookiees can't wear as good armour as the rest of the population, they get a better buff result.


And to tell the truth, and what I tell my customers who bemoan about an 1800 buff. "Realise that any buff given to you which surpasses the 900-1000 mark you will not notice the overall effect. You will still be able to spam your specials without a care to worry about."


I've actually tested this. I've made and given myself a 1000 point buff on all 6 stats, then I gave myself my (current packs) 1800-2100 point buff on all stats. Both I ran missions with. I didn't take longer to complete a mission with a low end buff as compared to a high end buff.


Face it - being able to tank and repetatively taunt an Ancient Canyon Krayt Dragon while your mates with their guns peck at it safely is something that shouldn't be done. Yet... somehow... I've managed it... many a time...





I'd be fine with this as well. I had a slightly different idea though that would be fairly easy to implement with the curent system. First off, I don't think the problem is so much with 2000 point buffs. I think 2000+ is ok to a stat or two if the other stats were low tomake up for it. The problem as it is lies more in the secondary stats becauseI don't even have to really heal at all.


Right now, the top of the line packs hit for around 2500 after modifiers. They could just divide that number by 10 and use the result as the percentage. For instance, a buffpack that hits for 2500 now would hit for 250%. 1500 point buff would yield 150%. People would still be able to get high buffs, but only to the stats they have migrated the necessary points to. I think my stats ATM are:


  • Health: 900

  • Constitution: 300

  • Strength: 300

  • Action: 900

  • Stamina: 300

  • Quickness: 300

Using top of the line buffs (hit for 250%), the main stats would go to 3150, and the secondaries would go to only 1050. I don't think this would be too out of line. With this set up, encumberance would actually matter, and I might actually have to heal...*GASP*


BTW, sorry to hijack but I thought this deserved replying too

Andreshyyk
Fri Jun 11, 2004 5:25 am
#8






WarFerret wrote:

Armour's getting nerfed as well, I guarantee it.


I'll be amazed if I can solo a gnort after the combat balance






/hi5


I hear ya Brother!
VelRahn
Fri Jun 11, 2004 5:41 am
#9






CyberBob123 wrote:





alpinestreams wrote:



buffs have also been pushed beyond balanced limits by exceptionally smart players.





Does it actually take a genius to go "experimental properties OQ, SR, DR, lets get the best of those resources possible"?






NO




(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)

Saeria Isipai, Jedi Knight

Ceena Isipai, Master Shipwright - Proprietor, TransGal Industries
Virtutis Civitas, Naboo, Sunrunner

(gnn[[[[[[[[]nnnWX9gggggggggggggggggggggggggggggg)
Metherian
Fri Jun 11, 2004 7:39 am
#10






DerelictTanee wrote:

I agree with you there LordOfFatness, the buffing system shouldn't be about a total "point " number but rather a percentage of the target's base HAM value.


I've been wondering for a little while now whether the buffing system would work if it was modified to something like this:

Buffpack-A = 20% of target's stat

Buffpack-B = 40% of target's stat

Buffpack-C = 60% of target's stat

Buffpack-D = 80% of target's stat


Or there abouts anyway... Then add on the factors of:

Wound Treatment skills = 5-10%

Droid's medical capability = 10%

Food if you have anything = 5-10%


Then the most you can get is 110% of the target's base HAM value. This will make Wookiees get a better buff than everyone else. This will also serve a purpose that since Wookiees can't wear as good armour as the rest of the population, they get a better buff result.


And to tell the truth, and what I tell my customers who bemoan about an 1800 buff. "Realise that any buff given to you which surpasses the 900-1000 mark you will not notice the overall effect. You will still be able to spam your specials without a care to worry about."


I've actually tested this. I've made and given myself a 1000 point buff on all 6 stats, then I gave myself my (current packs) 1800-2100 point buff on all stats. Both I ran missions with. I didn't take longer to complete a mission with a low end buff as compared to a high end buff.


Face it - being able to tank and repetatively taunt an Ancient Canyon Krayt Dragon while your mates with their guns peck at it safely is something that shouldn't be done. Yet... somehow... I've managed it... many a time...






Hmm ... I don't think any buff should provide any more than a 30% health/action increase. The combat rebalance will be 'nerfing' weapons, armor, movement speed, HAM stats, etc. in anattempt to bring everything 'in line' with everything else. Buffs should be no different. As it is now, even a 1000 point buff is useful. After the weapon/special nerfs (which will be more significant than the armor nerfs, in my opinion) 1000 point buffs may still be too powerful.


Personally, I would like to see a game where a player didn't require buffs in order toengage in PvP. (Same goes for armor.) How many times do you see Han and Luke stopping for 'buffs' and armor in the movies and books? LoL. Doctor enhancements should be helpful, but not required--and they certainly shouldn't throw every other combat modifier out of balance. For once, I'd like to see combat that was decided by tactical skill, not bythepower of your buffs andstacked teamplates.


If nothing else, perhaps enhancement duration should be tweaked. Isn't a 3 hour buff a little much? Or maybe some formof 'downtime' shoud be exacted from the player after the buff has expired? You would think that usingenhancements to push your body to extremes would leave you fatigued, drained, and vulnerable. /shrug

Message Edited by Metherian on 06-11-2004 07:41 AM

Cailid010
Fri Jun 11, 2004 7:46 am
#11






CyberBob123 wrote:





alpinestreams wrote:



buffs have also been pushed beyond balanced limits by exceptionally smart players.





Does it actually take a genius to go "experimental properties OQ, SR, DR, lets get the best of those resources possible"?







No wonder there's so many things about this game that are screwed up. They consider you to be 'exceptionally smart' if you merely gather good resources and experiment on the results.


They must have just hired the 'smart' instead of the 'exceptionally smart' devs.





---------------------------------------------------------------------------------------


Cailid - Ex Master Gunfighter / Ex Master Creature Handler / Novice Medic. Currently Swordsman / Ranger / Medic
Tab'Fren - TKM / Master Doctor
Med Vendor located in Crimson Solace on Dantooine at 4583, -5213
KamaKuro
Fri Jun 11, 2004 7:54 am
#12

You know.. if people are worried about the dependency on doc buffs leading to less demand, one though I had is that it may increase our demand as in-field healers, which would be just awesome..


Right now we buff, people go away, and docs are rarely needed in the field with the exception of the hardest POIs.. I would love for there to be more demand to 'Get a doc in the group'.


Gotta love the action!



Kama-Kuro.:ION:. - CM - BH - Blue Robot - Redrobot Enthusiast
7 Jetpacks - 1 Mando Helmet Crafted
CU2 - How Fast Can You Click?
jfang
Fri Jun 11, 2004 8:06 am
#13






KamaKuro wrote:

You know.. if people are worried about the dependency on doc buffs leading to less demand, one though I had is that it may increase our demand as in-field healers, which would be just awesome..


Right now we buff, people go away, and docs are rarely needed in the field with the exception of the hardest POIs.. I would love for there to be more demand to 'Get a doc in the group'.


Gotta love the action!







Wow, that's interesting... That's exactly what about 1/3 of the anti-nerf-CMresponses say, "so you mean out of 20 combatants, you didn't have a single doctor???" I didn't realize that doctors felt the same way.


I swear there should be some profound statement here about single player game mentaility, not valuing doctors (not riflemen who can buff mind you, "real" doctors) no matter how muchpeople really need them (and then complaining when they *cough*unexpectedly*cough* die), and how hopefully the changes in armor and HAM will fix that. I'm too lazy to phrase it eloquently though.



Oh, KamaKuro is a MD-MCM. I didn't notice.I thought your name looked familear. Maybe I'm overgeneralizing from a single person...

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