Doctor Archive
Thread: Erm.. Buff nerf?
Yup, I see this as a potential problem as well, taking a trip to the Squill cave wearing post-nerf armor and being hit by a Tusken executioner for 5795 per hit while on your swoop and an instant deathblow isn't going to be any fun. If this system goes through, they should at least lower the damage output of NPCs.
There are better ways around this.
hawkes37 wrote:
The reason that I have put so many pts into my mind pool and have taken them away from my action/health pools is that I was tired of my mind going so quick in combat even with food/drink/spice.Without the additional defenses... my mind was poofed quickly.
If I need to rearrange my mind in order to make the other stat pools useful for combat because the buffs I or others can apply make combat ineffective for me (taking into acct armor and special use), I will seriously rethink my current medical prof.
I would say that if your mind is being damaged so quickly even after being buffed by food and spice, you are fighting mobs that are too tough for you to solo. That's what groups are for.
The reason we need buffs to be "nerfed" is because players are going around killing creatures and NPC's that are way too difficult. This shouldn't happen. Sure, you won't get as money money doing lower missions. But I'm sure you'll have just as much fun being successful at the level where you can fight and not die.
Also take into account that in the HAM system revamp discussion, special ability costs will usenew ability bars for each main pool. Continuous spamming of specials and other abilities (including healing) will be limited so that tactics and strategy will be required to know when to use your specials at the most opportune time. This will likely make combat last even longer, so players will be vulnerable to take damage longer. How you migrate your stats will mean all the difference, which I think will be a great thing. The plus side is that specials and other actions will not damage your HAM.
hawkes37 wrote:
... I'm Master Doc/Master Pistoleer
DomMantell wrote:
If the devs stop to think about this properly for 5 minutes they'll quickly realise that a nerf to both buffs and armor is going to cause massive problems.
If they introduce a system where the best buffs you can produce simply double your current health & action pools (like entertainer buffs) most of the high end content in the game is going to be off-limits to the vast majority of players.
A decent HAM setup (for a human) if this change was made would look like this:
800
600
400
800
600
400
800
600
400
Add in doctor buffs, 2 brandies (average of 400) and an ahrisa (400 again) and you end up with:
1600
1200
800
1600
1200
800
2400
2400
1600
Consider now that you're wearing the best composite available post-nerf, say 50% effectiveness
Now go do the corvette, or the DWB, or go fight some nightsisters and then come back and say that dying in 1 shot was great fun
This would be fine by me as long as they remove decay on insured items.
Catjusha wrote:
Looking at those stats I'd say an increase to the6 HA bars of max 200% based on your initial stats would be ok. This of course only with top level ingredients like they result in 2500/3.5 buffs nowadays.
This is a great idea, but figuring out how to convert the base buff power will be tricky, since there are so many factors that increase the power of the buff. But the devs are smart. They can figure it out. =)