Doctor Archive

Thread: Erm.. Buff nerf?

SpunkyKuma
Sun Aug 08, 2004 9:16 am
#14

"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."

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.



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Jedi2k
Sun Aug 08, 2004 11:35 am
#15

There were talking about this at the same time as the Combat rebalance but since they have put off the CB until after JTL i would assume they would not rebalance buffs till after the CB was implemented


My too cents



Rillarri
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TenshiHanaKinu
Sun Aug 08, 2004 1:25 pm
#16

This has been brought up before, but yes I know that Dancer / Musician buffs are only 100% (well, sometimes they can go above it, I have seen 125% buffs), but they don't cost resources and tools and factories, etc. Are we going to be compensated for this if it is indeed dropped to 100%?



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hawkes37
Sun Aug 08, 2004 3:24 pm
#17

Personally, this scares the bejeesus outta me. I have not been around long enough to remember what the original buffs where like and what the combat was like then as well, although I have heard many stories. It's bad enough (although I realize that we need this as it sorta fits with real life md's) that we have to use up so many SP's to get Master Doc that we do not have much left over for heavy combat profs. Not complaining, I'm Master Doc/Master Pistoleer with Scout to harvest meat andI love my template. Granted, being able to buff myself is a huge bonus as well.


I agree that, yes, there needs to be an adjustmentof sorttothe buff strength but scaling to the starting stats before the buff is applied seems wrong. 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. There is not always an Ent to mind buff so I usually don't bother with that. Without the additional defenses that youcan acquirewhen able to stack mulitple modsfrom different combat profs as non-doc's do, my mind was poofed quickly.


As it is now, I don't do SP buffing (on very very rare occasions have I ever done it) so that is not how I make my creds. I buff friends, guildies, townies and those that show respect to othersat no cost to them. There are times I will charge but even this charge is minimal. This is what I choose to do with my profession. I am grateful when they tip me but it has never been required. I have only ever asked for a thank you. I make my creds by running missions either by myself or with groups and selling some stims. 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.




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Sunakk
Sun Aug 08, 2004 3:41 pm
#18






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.





_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
_________________________________________________________________
TenshiHanaKinu
Sun Aug 08, 2004 6:04 pm
#19






hawkes37 wrote:

... I'm Master Doc/Master Pistoleer





/comfort hawkes37;


I feel your pain.... I feel your pain.



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Cesare
Mon Aug 09, 2004 12:08 am
#20

Just for all the folks who like the idea of the combat rebalance and buff nerf, I would like to bring a memory from the past at the end of BETA they rebalanced combat prior to release and with that piece of fine programming you couldnt solo a gorg unless you were an elite Profession. If they want to require me to be in a 70person raid to accomplish anything then I will just go back to EQ like I did after Beta. With SOE's abysmal history of programming we wil probably see a repeat of this.



Cesare Borgia
Elder Master Bounty Hunter
Guild Leader of Black Label Society

Ragmop
Mon Aug 09, 2004 4:56 am
#21






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.




Po-Mo
Old Dirty Bastards
Master Pistoleer| Master Doctor
Alliance Colonel & Ace Pilot
Catjusha
Mon Aug 09, 2004 6:10 am
#22

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.
Sunakk
Mon Aug 16, 2004 9:59 am
#23






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. =)



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
_________________________________________________________________
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