Doctor Archive

Thread: We need to get the proffesional back into the medical profession

LuciusClay
Thu Nov 06, 2003 5:31 am
#1

Please pardon me if this is a known issue and I missed it or if none of you really care. I am incredibly tired of all the 733+ uber folks who think they should be able to run around with enough of our best abilities to make us obsolete. What I'm talking about is the people who have taken up master medic, wound treatment 2, knowledge 3, and combat medic support 4 and nothing else medical and add it to their novice commando and whatever the flavor of the week is for them. This gives them the ability to use the best enhances, all AOE poisons and ranged stims, and the terrain negotiation of the CM. THIS IS THE SORT OF BEHAVIOR THAT GETS ENTIRE PROFFESIONS NERFED! Something needs to be done before something even more drastic ends up happening. It is a huge imbalance issue. Make it so that only master doc's can enhance and put all of that terrain negotiation into master CM. Proffesions in SWG were meant to be specialized and believe me, one way or another the devs are going to handle this. We need viable suggestions before we get the hatchet.



*steps down from the soapbox*

mcglonec
Thu Nov 06, 2003 8:17 am
#2

I really don't understand what the problem is with "dabblers" in this game. The way it is set up, dabbling is encouraged, yet people seem to frown upon it.


I think this game would be rather boring if everyone had the same characters - you were a master doctor, or creature handler, or tailor, or whatever. One of the things that makes it interesting is that everyone has a different skill set.


Just because people can use the best enhancement packs at 0/2/3/0 doesn't mean they can enhance as well as a master doctor can. At that level, a master doctor's enhancements are 70% more effective. Even if they went to 0/4/3/0, a master doctor's enhancements would still be 25% more effective.


In my opinion, that's the way it should be. Professions shouldn't be "all or nothing." You should be able to partially train in a profession which gives you some of the abilities of the profession, but not all and not at the same level as a master. That's why a master is called a master - they're the best there is at what they do.


What is it that everyone dislikes about dabblers? Do dabblers somehow make you feel cheapened as a master? Why? If I see a Master Surgeon, I know I'm a better doctor than that person - how does that cheapen what I've accomplished by becoming a Master Doctor?





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Penecillian
Thu Nov 06, 2003 8:33 am
#3

I agree, the dabbling is what makes this Game awsome. I master myself because I like to be the best. And believe me I am still singled out in PvP and people still seek me out for Buffs and to join there team hunts. So there isn't as many people who won't use a Master when one is available even if we they have the skill to do so. I have even had people give me the meds to use on em. And they still tip me.






Happy Fly'n,
Pen'cillian A'Yka
Master Shipwright
Master Doc since July '03
Retired Master Doc Sept. 05
Pen's Aeronautics in Mos Haven, Tatooine
3044x10x2804
PSKstang
Thu Nov 06, 2003 9:11 am
#4

I guarantee that someone would rather take a buff from a master doc than a dabbler. I encourage dabbling, the less there are master doctors in my server, the more needed my skills become.



-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-/-
TAVERN FOODS in shadowfire
Neni - Head Master Chef for Tavern Foods

It's mmmmm mmmmm B.I.T.C.H.
Ogova-Regulator
Thu Nov 06, 2003 9:32 am
#5

Customizable characters with different skill sets is one of the good things about the game design. I don't understand why people seem to think it is a bad thing.....




bleh
mosheg
Thu Nov 06, 2003 9:34 am
#6

When people tell you "these are the best buffs i ever had" it is reason enough for being a master doctor.


in fact a master doctors can probobly beat anyone in a popularity contest.




-------------------------------------------------------------
Oegies , Master Doctor on Tempest
on extended leave from SWG
last visit to SWG : 13 feb-mar 2005
LuciusClay
Thu Nov 06, 2003 9:36 am
#7

Dabblers will ruin this for everyone. Example... take 40 players. 20 of them master a type of skill and depend on one another for this and that. Each character is different than the next, unique in it's own way and specialized.The other 20 people "dabble" in a variety of skills in an attempt to become self sufficient or better stronger faster than the other guy and all end up being exactly alike down to the smallest detail. Proffesions SHOULD be all or nothing. Otherwise you get the situation we are in now where it seems that everyone who pvp's is holding a flamethrower, buffing themselves, and slinging area poisons. Now, which is better for the game and the community? Would you rather see people specialised and similar only to others of the same specialisation or everyone go ahead and be identical in every way. This game was NOT built for dabblers. Otherwise we would be allowed more than 1 slot per server. People are only able to dabble due to imbalances in gameplay and as these imbalances are corrected they shift to the next uber thing as if they were a borg collective. We are meant to be dependent on one another. It's the same reason we don't have survey or creature harvesting in our tree. That's someone elses job, not ours. I hope and pray that one of these days the devs will wise up and slash our total skill points by half.
bpeter3
Thu Nov 06, 2003 9:42 am
#8

I personally like the freedom to make a character whatever you want.

You can never get a character that is completely self-sufficient unless all you want to do it craft. Even then you can do better by working with someone else to gather resources.

Sure, you could be able to use a flamethrower, use some poisons and do buffs. But you'll never be the best at it or be able to craft the best stuff with that skill set. You're still stuck on other people supplying you resources/WPs for the stuff.
Nibiru420
Fri Nov 07, 2003 6:43 am
#9

Where do dabblers and novice medics get these ultra high end Stim B's? They can't make them.


ohh, they get em from master doctors who sell them.


Solution: if you can't make a stim, you can't use it. Kinda like a cert. Unrealistic I know (what doctor in real life can sit at home and make omoxycillian?), but anyways






----
Pogo,
Master Doctor, Master Combat Medic, Crappy PvP
Kauri Server

"Her bouquet cleaved his hardened shell, and fondled his muscled heart ...
He imbibed her glistening spell, just before the other shoe... fell"
-An Unknown 20th Century Poet
Kallah
Fri Nov 07, 2003 1:58 pm
#10

Greetings,

The trouble isn’t that dabbles can do the best of everything (because they certainly can’t) but that they can do enough things well enough to not rely on other players. That’s what rubs me the wrong way, and I suspect is at the bottom of many others’ frustrations with players who are “professional dabblers.” You should not be able to learn one line of a skill tree (25% of the skill points) and be given 75% of the abilities and benefits.

The idea of someone taking “a little bit of this and a little bit of that” and coming out with a total that is worth more than the sum of the parts is an excellent one on which to base a game. The trouble is that the total is coming out too far ahead in some cases: Creature Handlers and Medics make for great examples.

Under the current CH system, you can use a Graul Mauler, arguably the best PvE pet in the game, with only five boxes of skill (3/2/0/0). Most Master Creature Handlers are still using Graul Maulers at master, because there are few things that are better for tanking. Because of this problem (as well as others), the entire Creature Handler tree is getting reworked to put the powerful abilities in the hands of the Masters, and not the dabblers. The same should be true of Medics!

As it stands, anyone with Novice Medic can use a high powered Stimpack B and heal themselves (unbuffed) from near death to nearly or completely full life most of the time. Toss in First Aid IV (only 25% of the medic tree) and those same stims are an almost guaranteed full heal. Those same players can pick up a well-made Woundpack B and heal hundreds of wounds in a single application. As a Master Doctor, I can offer little in the way of healing that someone with a handful of skill can’t do for themselves. My only offerings are Enhancements and Revival.

When people begin dabbling in Doctor, they’ve obviously made a more noticeable investment of skill points, but are still able to hold our class defining abilities with a pittance of skill points spent on the skills. If a player trains only the Wound Treatment skill line (25% of doctor), they are able to Revive (one of our class defining abilities) and use enhancements at 75% efficiency (only C packs, but Cs are ironically 75% of the way up the buffing schematics). As a Master Doctor, I can offer only a fraction better of benefits in only one of my two class defining abilities.

I have no problem with a Novice Medic using a high-powered stim to heal them in battle, however, I do have a problem with them healing themselves nearly as well as a Master. The same goes to players who want to dabble in Doctor: thats fine with me, until they can be nearly aseffective with only 1/4 of the points invested.




Kallah of Eclipse
Proud Member of
Empire's Elite Force

Pactra
Fri Nov 07, 2003 10:29 pm
#11

Dabbling is the way thius game is set up. I myself can't survive with what I have dabled in. I am a Master Doctor/ Novice Pistoleer, and a CH 3-3-0-0. Let me tell you, that dabble I did in CH is the only thing that keeps me alive in certain cituations. I try to focus mmyself towards healling. Even on hunting trips, I almost never use my gun, I only heal. Having that strong pet with me has saved my life, and the lives of many of my group mates. If I catch an agro while I am trying to heal a TKA, that pet is the only thing between me, and the clone center. You may thing that dabbling will ruin the game for everyone, but IMHO, dabbling is the only way to make this game worthwhile. What is the point of being a Master Doctor, if you are completly unable to defend yourself against say, a Master Bounty Hunter? I personally also recommend to my friends, that if at all possible, they pick up novice medic. It is a lot safer for them. Now, for buffs, Master's are the person to ask. No dabbler can ever be as good as a master, and that is our reward for being masters of our professions. However, everyone has the right to want to have a some of our talents, if they want. Let them dabble if they like, it will only help someone enjoy their game that much more.
Arcdischarge
Sat Nov 08, 2003 1:23 am
#12

All those dabblers pay a high price in skill points from all the Novice Profession boxes they have to buy. I think the possible cross-variations is a strength of this game, not a problem. Although all these guys can use all the different buffs, AoE poisons, ranged stims, etc., their effectiveness at such is much lower thana Master's. They are truly jack of all trades Master of none (cliche of the day).



Estevan Maturin Master Doctor/Merchant & CEO of |DS| EAS Medical
Ahazi's first +125 med. experimentation crafter
happily retired for the time being
Ahazi's 3rd slowest hologrinder
Oktip
Sat Nov 08, 2003 10:08 am
#13

I dont know what the problem is with dabblers. They are somewhat self sufficient rogues that like to experience everything. I think that shows great interest in the game and I encourage everyone to cross train themselves once they have exhausted everything a single mastery has to offer. In fact, I just recently got asked for enhancements from a master carbineer. When I told him that I was not yet a master and they would not be what he may be used to, he said "I was a master doctor before I started learning carbineer, I understand the struggle."


So, he lost his ability to buff himself adequately and needed me to help.


Now, a master doctor makes and uses an enhanceHealth -D and an Action -D on a person in a raid. No mere medic or dabbler is going to be able to keep up with the subjects HAM depletion in a major battle. StimBs or stimCs at their level of competency just wont do what a master doctor can with stimE and a perfect medical use skill. And, dont you master doctors remember what is was like grinding in the medcenter trying to heal someone with 200+ health/action wounds with meager skills and woundpack As? It hurts me to watch a medic barely move the HAM bar of a severely beaten up person who is so high in BF that shock makes their heals do less than 50 points per heal.


Leave the dabblers to heal the <50 health/action wounds. They will not take away from the doctors need at all. Heck, I hardly even go into the medcenter anymore. Mostly, I do my healing outside of a bank or cantina with my droid. Leave the medcenters to the medics.




Da'mage
Valens City Engineer


Too many put the end result on a pedistal, when it is the journey that is the greatest reward
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