Doctor Archive
Thread: Dev Response to Recent Enahancement Med Use Issues (12/02/2003)
Here's tje liost I sent to them with my personal suggestion of where packs shuld fall, and asking if I was on the right track of thinking. (This is just a repeat of the earlier post I made and you'll see I'm not really arguing here because I agree that H/A Ds should be in the low 80s.)
- H/A A: 56-57
- Secondaries A: 61-62
- H/A B: 61-62
- Secondaries B: 71-72
- H/A C: 71-72
- Secondaries C: 81-82
- H/A D: 81-82
- Secondaries D: 91-92
No response as of yet, but they are also EXTREMELY busy with the publish that just went out and fixing all of the issues that have arisen from that, not to mention the combat overhaul slated for the next few months and their focus for some of the really borked professions out there that is supposed to start happening. Somehow I don't think this particular issue is going to be all that high on their priority listings unless it gets voted up into the Top 5.
That sort of gradation would be fine, particularly if they nerfed enhancement power by about 50%. Make nice Ds 450 base, and down from there.
Why do I want to limit the use of Ds? Well, as it stands now, me and my one line of pistoleer skills can use a set of buffs, don a set of armor, and solo a rancor without a pet. Without healing, too, unless he hits one of the armor holes. The 3 or 400 damage I take every few seconds heals before I even notice... When I hunt with a group, I target something, hit my fanshot x 40 macro (fanshot 40 times, w00t!), and go smoke a cig. I don't need to be there, because nothing can hurt me (and I don't have to heal anyone else, because... they're all buffed too!)...
It certainly seems a whole lot more cost/time-effective for the devs to downgrade the enhancement system, one way or another, than to revamp the game content to be geared towards players that are *always* packing 3k health/action and secondaries.
[As an aside -- the very idea that there is something that you can take (or shoot, or ingest, etc.) that makes you 4-5 times as powerful as you were before is quite bizarre. In the last MMORPG I played, Asheron's Call, top of the line enhancements would cause between a 10-30% increase in any given stat (granted it was a skills-based game, so not a direct parallel, but I think the idea remains the same), not one upwards of 400%. They still made a big difference, but nothing at all like the change that we see here, wherea player might go from running in fear from a gaping spider to laughing at a pack of rancors due only to a set of buffs.]
Anyway, I'm getting into another issue here. Though I certainly think they're related -- nerfing the living [expletive] out of buffs would go a long way toward making combat something like interesting.
Now, by all means, flame away ![]()
Ledao Bohi, Valcyn
("buffs are evil... but if you want a set, this is my fee...")
Well, buff reduction is not really something to consider right now. We know that some HUGE changes are coming in the entire combat system as well as some of the creature rebalancing that we are already seeing some of.
So, what you can solo with our buffs now may not be what you can solo once all is said and done.
i think all buffs should stay at the 90+ range to keep all the dabblers out where they dont belong. its stupid for a person thats has med knowledge 4 and master wound treatment to be able to use the enhance packs thata master doctorcan use. im sick and tired of low lvl docs wanting us masters to make buffs for them.
Flazner
Master Doctor/Naritus
Ok, I am a Novice Doctor with 1/1/1/1 and a med use of +60. I craft Enhance H/A's that require a use of +58. I can then experi. them down to 57 56ish. BUT... I cant use them. I am new to Docotr and medic. Is this a product of the recent "fix"? I dont get an errror msg stating I can't use them. I do however, get a radial menu to enhance attribute, SOme say action, some say health.
I have tried this in a hospital, with my droid in front of the starport and other such places.
Please let me know.
I do believe the higher parts of healing or any professions should be high. Like smugglers should have not been able to make molecular clamps till they we a master. Because once a "slicer" (0/4/0/0) could make them everybody started mass producing them. (Yes I was one of them, I harvested copper and sold them for 10K a crate). But I really didn't agree, I then gave up smuggling due to the fact there was to many "slicers" running around.
Like Architects shouldn't be able to make heavies (at least limit the BER till master) or PA Halls till master. (Yes I am a Master Archie as well) Well I gotta give it up to master doc. LOL But make it worth being a master other than, "My holocron told me to".
Ok my soap box just cracked. I'm off. Pls let me know if I am bugged or nerfed.
Torrj
Master Artisian, Master Archiect, Ex Master Scout Novice Doctor
Eclispe Galaxy
But yeah, priority-wise it is a bit stinky.
-T
My friend activatedan accoutn with someawesome buff schematicsfrom Starsider's early days. (Near 1000 base). He also had resources to make them.
After crafting his first run, he realized that the med use jumped up to 120+. Fun!
I hereby declare this thread deceased, thereby releasing it into the gradual sinking into oblivion and well desreverd rest of page 75 of the Doctor forum.
(93 gun salute)
Alas poor stickied thread.. we barely knew thee.
/unsticky
-T
(Put those revive packs away or I bring out a vibro-axe.. I swear it... Don't make me pull this forum over and have to come back there!)