Doctor Archive

Thread: Welcome back Heal Wars and goodbye to wookies, master doctors, nonmedic templates.

da-bro
Sun Jul 17, 2005 2:06 pm
#14

Another possible way to adjust things, would be to to impose a reduction in efficiency when using heals on yourself. This will maintain the healers group role and go some way to adressing the fact that anyone without any healing will always lose to someone with healing.



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WobbleMin
Sun Jul 17, 2005 11:13 pm
#15

agree with above posts.

If one takes up half the necessary trees your efficiency shouldn't equate to that of one who sacrified more SPs to take up the master components.
MsNiL
Mon Jul 18, 2005 6:09 am
#16






Vupos wrote:
I agree you should get 25% percent but we are thinking about it differently. I think it should be, "Iwant to take one tree of Swordsman I can choose speed, defense, accuracy, dmg." So taking a whole tree in swords gets me one (full) aspect of swordsman. You would like all four aspects to be spread out over every tree, all that does is negate the "tree - branch" system and create an even more defined level system. It would really one make sense to work on one tier at a time (ie: 1111 then 2222...) in order to get maxamum mods/specials/etc And that would just further turn SWG into every other MMORPG out there.

The problem isn't the system it's the professions themselves, Some professions really don't have four aspects that make up the profession at least not in practice they don't. Docs for example arereally only useful for heals, and sometimes buffs that leaves two trees of mostly unhelpful stuff. So the entire role of the doc is summed up in those two trees and not in four like swordsman.


What needs to happen is not spreading out doc healing abilities but to revamp the other two trees to make them very useful to a doc and to having a doc. Plus also creating a bigger margin between just a healer and a master Doc, in order to promote MD.





Main problem with "heal"is that "heal" isbased on 1 skillmod (healing efficiency), tanking5 mods(accuracy/rateoffire/movement mitigation + ranged/melee defense), damage dealing 3 mods (speed, accuracy, licenses). The other roles are spread out across many different tree's, while the heals is just 1 single line.


Now you say "Docs are really only useful for heals". Heals is one of the four pillarsthe whole system stands on. In classic fantasy that role is called the Priest, or Cleric, who have very little, except for the fact that they are the only one who can actually restore lost hitpoints in battle.

It is possible to be innovative... but Heals, Damage and Defense is thethree basic rolesin a roleplaying system that have been around for the past 30 years.You cannot add something to Doctor, to make up for the fact that you can get all 3 roles in full power within 1 template. By all laws of rpg systems that are holy, that should not in any way be possible.


The only way out is to make sure the full potential of Doctorheals can only be reached by 4 lines of doctor. Dabbling should not give more than 25% per line. If you dabble and get some lesser augmentation or heals for poison etc is no big deal, but all straight damageheal abilities needs to be limited away from dabblers.


Or in other words: You need to spend at least 106 points in a specific role (tank,damage, heal)to be decent in that role. You should not be able to buy a such role with 53 points.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Panthu
Mon Jul 18, 2005 8:39 am
#17






MsNiL wrote:


Now you say "Docs are really only useful for heals". Heals is one of the four pillarsthe whole system stands on. In classic fantasy that role is called the Priest, or Cleric, who have very little, except for the fact that they are the only one who can actually restore lost hitpoints in battle.



Nah, there are usually other classes that have weaker heals (Druids, Paladins, Etc) and in class based games Priests can also fight a little - even in D&D. So, I agree with Marrow, I'd rather just see our other lines made more useful. Dabblers don't bother me becauseyou are supposed to be making your perfect playstyle with your template building. If your playstyle is some healing, then dabbling in the heal line should be the thing todo.


I don't want to see a really expensive Master Box that is needed for anydecent heal ability, that way leads to bots imo. Any one line that is carrying a master box is bad news.






P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

JeetBadwarrior
Mon Jul 18, 2005 10:50 am
#18

Well dabble in a proffessin best line is nothing new Im a doc 2/0/0/2 with mellee temp, pistoleer just got it bad too with all 0/0/0/4 dabblers, bh had it bad too until pub 20 with 3/0/0/0 dabblers....not mention TKM 4/0/0/0 dabblers pre cu and now the 0/1/0/0 dabblers it doesnt take that much to get 500 cob..i master the tk profession and I dont care if all anyone takes in tkm is 0/1/0/0 ..everyone dabbles in this game it a min max thing...unless your a triple master then I guess you have the right to complain about dabblers...I dabble everyone I met in game game dabbles...Im glad healing is what it is....IM GOING TO TELL YOU THIS WITH THE JEDI COMPLAINING ANF MASTER DOCS ELITIST COMPLAINING YOUR GOING TO GET YOUR WHOLE PROFFESION NERFED MORONS>>>IF YOU DONT BELIEVE ME SEE BH CHANGES PUB 20 THE ELITIST BH COMPLAINED AND THE JEDI COMPLAINED AND NOW BH GOT NERFED>>IF YOU DONT LIKE TO DABBLE GO PLAY ANOTHER GAME>>UNTIL THEN STOP COMPLAINING



Jiri Otoshi

Bounty Hunter
Collecting Hard Merchindise
"Friends are a liablity and your worth enuff to me Dead"
Vupos
Mon Jul 18, 2005 12:03 pm
#19






MsNiL wrote:





Vupos wrote:
much like TKA defense and IA? I would argee with that, but that essentially destroys dabbling at all which is an important aspect to the SWG gameplay, meaning anything less then master is very kinda useless. This is I guess a good and bad thing, It accomplishes what you desire but limits the amount of diversity possible for a viable template




The dabbling which means a character gets 85-95%of a professions qualities by just 4 skillboxes must die. If you take 4 boxes from a profession you should receive 25% from that profession.

Especially bad is when you buy a whole role for just 4 boxes.
If you pick four lines from four different professions that should equal 100% as a complete character.


I wholeheartily agree with da. If you spend enough points to get 1/4 of a profession that should mean you gain 25% from that profession. It should never be possible to gain everything or almost everything that makes that profession by just picking up 1 single line from them.


If you want masterlevel worth of what that template is about, you must also be a master. For instance, you should be forced to pick up at least4 skillines worth of healingprofession to upkeep the role as a grouphealer.


It would be equally bad if you, for example, got a T-21 for 4000 Rifleman or Powerhammer for 4000 swordman. Or 65 innate armor and the best center of beingfor 0004 TKA.







I agree you should get 25% percent but we are thinking about it differently. I think it should be, "Iwant to take one tree of Swordsman I can choose speed, defense, accuracy, dmg." So taking a whole tree in swords gets me one (full) aspect of swordsman. You would like all four aspects to be spread out over every tree, all that does is negate the "tree - branch" system and create an even more defined level system. It would really one make sense to work on one tier at a time (ie: 1111 then 2222...) in order to get maxamum mods/specials/etc And that would just further turn SWG into every other MMORPG out there.


The problem isn't the system it's the professions themselves, Some professions really don't have four aspects that make up the profession at least not in practice they don't. Docs for example arereally only useful for heals, and sometimes buffs that leaves two trees of mostly unhelpful stuff. So the entire role of the doc is summed up in those two trees and not in four like swordsman.


What needs to happen is not spreading out doc healing abilities but to revamp the other two trees to make them very useful to a doc and to having a doc. Plus also creating a bigger margin between just a healer and a master Doc, in order to promote MD.





___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
Vupos
Mon Jul 18, 2005 12:04 pm
#20


dbl post ignore

Message Edited by Vupos on 07-18-2005 03:04 AM



___________________________________________

"There are some who would consider these M&Ms to be...Unnatural."
Panthu
Mon Jul 18, 2005 1:23 pm
#21






MsNiL wrote:






Panthu wrote:
Nah, there are usually other classes that have weaker heals (Druids, Paladins, Etc)





And no, druids and Paladins can never heal as good as a dedicated priest



I said weaker, you had said there were none. *shrug*


Anyway, no, I usually play an Ent/Medic or a Medic/Support so healing is the main thing I do in a group. If everyone is healing themselves just fine because they've picked up 4000, that gets on my nerves too. I like to have my job be needed.


I think this is just going to always be more necessary in high end gaming and not so much for mundane encounters. Either way though, I still think our Doctor role is going to be best enhanced by beefing up our other three lines - making state heals and inoculations needed, adding in some really nice short running buffs.


So yeah, I agree with Marrowon this oneif that's what you mean by "promoting" - I think there are a lot more ways we can be improved in tactical gameplay that is traditionally a Healer's role but isn't direct healing.






P A N T H U Y GlitterUsagi
M i n d B o d y S p i r i t
Dancer ImageDesigner Doc

TenshiHanaKinu
Mon Jul 18, 2005 1:42 pm
#22

If someone heals themself during PvE or PvP that makes my job all the easier. There's never a shortage of need for me in a group. In PvE if someone heals themself HELL YES THANK GAWD...


*You heal [your TeamMate] for 1800 damage*
*Every creature in theDWB now has it in for you.*


There's still the primary reason anyone would need a Master Doctor...


Someone dies.




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MsNiL
Mon Jul 18, 2005 5:03 pm
#23





TenshiHanaKinu wrote:
If someone heals themself during PvE or PvP that makes my job all the easier. There's never a shortage of need for me in a group. In PvE if someone heals themself HELL YES THANK GAWD...
*You heal [your TeamMate] for 1800 damage*
*Every creature in theDWB now has it in for you.*
There's still the primary reason anyone would need a Master Doctor...
Someone dies.


There might still be a reason to play master doctor... But what about people who do not want to play doctor?

My greatest issue with it is 4-0-0-0 as a now essential part in every pvp template, forcing every player to have 4-0-0-0 for a chance. Pre-pub 19, it wasnt required, but now you simply have no reason to do pvp unless you have 4-0-0-0. 4-0-0-0 is just that good. It's simply inpossible to beat some template as long as they have 4-0-0-0 doc in it.

This removes diversity and grouproles, watering down the options to just a few. If you want to tank and do melee damage, go 4000 Doctor/TKM/Swordman, if you want to crowdcontrol and do damage on range, go 4000 Doctor, Rifleman/Pistoleer. If you want to be a Bounty Hunter, be 4000 Doctor/Bounty Hunter, if you want to be a Commando, be 4000 Doctor/Commando. A template such as Master Commando/Master Smuggler isnt as useful anymore, simply becouse you cant add 4000 Doctor to it.


This also creates a demand for anything involving Mind. Mindfoods is yet again required, Wookiee's with weak mind is yet again weaker in combatthan a Mon Calamari Character. Abilities such as Force Sap and Traumatize is suddenly an essential weapon in any combat.


This is a great shift in whats useful and not, and it'sa great chance in how the game is played for everyone.



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MsNiL
Tue Jul 19, 2005 12:07 am
#24








Panthu wrote:
Nah, there are usually other classes that have weaker heals (Druids, Paladins, Etc) and in class based games Priests can also fight a little - even in D&D. So, I agree with Marrow, I'd rather just see our other lines made more useful. Dabblers don't bother me becauseyou are supposed to be making your perfect playstyle with your template building. If your playstyle is some healing, then dabbling in the heal line should be the thing todo.

I don't want to see a really expensive Master Box that is needed for anydecent heal ability, that way leads to bots imo. Any one line that is carrying a master box is bad news.




Thisis not "grabbing what fits your playstyle". This is enforcing playstyle and robbing roles.



What you are promoting both destroys the essence of grouproles, watering down the system to fewer "godly" templates, and enforcing specific skillboxes into every persons template, robbing the system from diversity and freedom of choice, and finally destroys the balance the combat upgrade where supposed to give us.


I personally do not agree to the kind ofdabblers whobelieve its every persons right toget an entire role with only 53 skillpoints. That's not what dabbling should be about IMO.


And no, druids and Paladins can never heal as good as a dedicated priest, and fighters, monks, wizards, thieves, bards and sorcerers have no heals whatsoever. And no, you cant get level 20 cleric spells at level 3, to multiclass your fighter with.

Message Edited by MsNiL on 07-19-2005 01:50 AM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
JeetBadwarrior
Tue Jul 19, 2005 12:17 am
#25

I guess you think that doc healing, that rezing is useless will I been in few pvp battles post cu i tip my hat to those that were able to rez me and get me back in the fight...and I know othe proff /tip hat for some nice buffs in pvp...and as far as a proffession whole role in 4/0/0/0 skill look at TK there hole role is 0/1/0/0 for COB of +500...all other is usless only possiable other line 4/0/0/0 meditate but you can live with out.. the inate armor is ok but u can buy better stuff...dizzy blah...knockdown blah...impoved combo blah...and last I check I didnt see a lot of tk complain that there proffesion is lock up into 0/1/0/0



Jiri Otoshi

Bounty Hunter
Collecting Hard Merchindise
"Friends are a liablity and your worth enuff to me Dead"
MataHairy
Tue Jul 19, 2005 12:21 am
#26


The main issues I see with low level vs. high level medic/doc skills is how the modifiers work:


(1) Some modifiers (droids and enhancers) give a constant increase in heal. An increase, say of +300, is small to moderate for a high level Doc or CM, but HUGE for a low level medic.


(2) The Healing efficiency modifiers actual give a HIGHER increase to low level medics than high level docs. For example a +17 HE shirt increases a Novice medic's Bacta shot by almost 500 points, but a high level Doc/CM by around 50 points.


The non-linear system for HE is not unique, the same system is used for defense mods, accuracy etc. What is differentwith combat skillsis that very few combat characters stop at just novice skill, although if they did and used appropriate modifiers (skill tapes, food, drink) they would approach the effectiveness of a high level player. It is a lot harder to use modifiers to match a higher level combat skill as well, because there are more mods (speed, accuracy, ranged defense, melee defense, etc). With healing, there is only one mod to focus on - Healing Efficiency.


This is not an easy situation to fix, I expect it would take a major overhaul of how healing works. I wouldn't expect a change for this issue any time in the near future.





Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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