Doctor Archive
Thread: So now you have to be a BE if you want to craft as a doc?
MyT_Chicken wrote:
Exactly......Which is also why they made buffs less usefull....so now.....No Buffs = Healing. There is no need to craft anymore.
taloncard wrote:
Buffs= no need for healing
It was either start buffing or be useless as a doc.
I spent most of my time crafting or sitting in the cantina healing wounds. Not even my medic skills were needed in the field.
The solution to that is not to remove crafting from the Doc skills. It is to remove the secondary buffs so healing is necessary.
From what I can see they are takeing things a bit too far and turning the game into EQ2 in space.
Rightttttttt. So how is it that we make the money to buy the stims that other professions now craft?
- Run missions? I have no combat ability and delivery missions pay crap.
- Sell stims? oh wait you need to be a BE
- Rely on tips for healing? What tips. Entertainers get tipped more than us.
- Charge for rezing, right the penality for death isn't that much except to jedi.
DesktopSaki wrote:Looking at moves like this, the "deathblows must be in melee range" thing, and the overall design, it looks like the CU is trying to make things more tatical--more grouping friendly. But that it's extending out to require more interdependance than ever before both inside and outside of combat.The point of the CU is to fix what was broken. Doctors crafting their own stims was not something "broken," so I don't know why they're "fixing" it.
Great point. The reason we turned into buffbots and macroers and such is because buffs were so overpowered that no one needed a healer with them. Not because we could craft.
Its a completely unrelated change to the problem that theyre trying to fix.
taloncard wrote:
Rightttttttt. So how is it that we make the money to buy the stims that other professions now craft?
- Run missions? I have no combat ability and delivery missions pay crap.
- Sell stims? oh wait you need to be a BE
- Rely on tips for healing? What tips. Entertainers get tipped more than us.
- Charge for rezing, right the penality for death isn't that much except to jedi.
Play the game for Credits.....What else would you do. And taking my reply from another thread because it's the same thing....
- In essance "Buffers" is removed because now everyone can use Enhacers...Docs get a Bonus though, so its kinda still there.
- "Healers" are the people like me...I wanna heal not craft. "Let me heal" so to speak....
- "Crafters" are the people that want to "Craft" not heal.
/endwhine
/DonFlameproofPants
/awaitForumTrolls
MyT_Chicken wrote:
You just explained why they are moving Crafting.People weren't play the profession as intended. They weren't healing. Why heal if each person can already heal himself? Most people had novice medic, and now it will be only worse in that its not needed to heal yourself anymore. And for that reason alone I person go flamedmany times now for pointing that out to people in the past. They were buffers and crafters....not healers. Doctor is*NOT* a crafting profession....it's considered a Support Combat Profession.THought that wasCombat Medicsjob. A COmbatMedic is supposed to be a combat supplementalprof, docs are those guys sitting in their offices getting rich off ofdoing medical things to people. Now SOE is just putting the dot on the Exclamation point. You either pick to be a Crafter....a healer.....Or both and give up another Master Profession. The days of people being only "Crafters" Yet still having thier Healing and Buff Abilities are over. And honestly I'm happy with that.
I've been saying it for a long long time. Playing the Doctor professionmakes you a Doctor....not the Macro's you use to get there. And people took offense to that. Well guess what....I was right. If your gonna be a Healer...thats what your gonna do.Yeah, the problem is that this isnt eq2 and is not a class based system. In a class based system you need a priest or whatnot to heal you cause you can't heal yourself. The role of a Doctor and a priest are not synonymous in this game in that priests are not really needed. Docs are up to this point pretty ineffective in actual healing damage. Most people do the actual ham healing themselves. The only roll doctors have in combat are healing states and dots and rezzing folks if they die, and hte occasional heal, if they are close enough, helps, but they can't do it as good as CM's or heal all that CM's can.If they want to make this eq2, then they should take the healing away from all other classes, not gimp doc so they can perform a role that they arent needed for.
OberonMyx wrote:
MyT_Chicken wrote:
You just explained why they are moving Crafting.People weren't play the profession as intended. They weren't healing. Why heal if each person can already heal himself? Most people had novice medic, and now it will be only worse in that its not needed to heal yourself anymore.
Dunno, but I doubt they will be able to heal for much higher the todays "Stim A". We are still "THE HEALERS".
And for that reason alone I person go flamedmany times now for pointing that out to people in the past. They were buffers and crafters....not healers. Doctor is*NOT* a crafting profession....it's considered a Support Combat Profession.THought that wasCombat Medicsjob. A COmbatMedic is supposed to be a combat supplementalprof, docs are those guys sitting in their offices getting rich off ofdoing medical things to people.
No...CMs are Combat Ranged Support Healers. We over heal them on a 1:1 heal....but they can out heal us when it comes to Area of a heal. They are weaker in power, greater in range.
Now SOE is just putting the dot on the Exclamation point. You either pick to be a Crafter....a healer.....Or both and give up another Master Profession. The days of people being only "Crafters" Yet still having thier Healing and Buff Abilities are over. And honestly I'm happy with that.
I've been saying it for a long long time. Playing the Doctor professionmakes you a Doctor....not the Macro's you use to get there. And people took offense to that. Well guess what....I was right. If your gonna be a Healer...thats what your gonna do.Yeah, the problem is that this isnt eq2 and is not a class based system. In a class based system you need a priest or whatnot to heal you cause you can't heal yourself. The role of a Doctor and a priest are not synonymous in this game in that priests are not really needed. Docs are up to this point pretty ineffective in actual healing damage. Most people do the actual ham healing themselves. The only roll doctors have in combat are healing states and dots and rezzing folks if they die, and hte occasional heal, if they are close enough, helps, but they can't do it as good as CM's or heal all that CM's can.If they want to make this eq2, then they should take the healing away from all other classes, not gimp doc so they can perform a role that they arent needed for.
I beg to differ.....I can out heal CM's when it comes to power, and we will still have that ability. Our revive is different then what is going to be given to CM. CM will always be the best field healer regardless....but Doctors are and will always need to compliment what CM's can't do.
Kresh_Azzo wrote:
I think I have a migraine, anyone got a stim?
/poke
Ohhh....sorry about that didn't mean to stab you in the rear. ![]()
Dovakic wrote:
I for one enjoyed making my own meds. I enjoyed selling them, and I enjoyed being the underdog in a medical market and slowly taking chunks out of my goliath competition.
I also liked what some dev did/didnt say about us being greedy apparently. Thats just lovely. The money is the motivation for crafting. No one would do it if there wasnt money involved. But to say were greedy is insulting at best.
Ledao wrote:
Dovakic wrote:
I for one enjoyed making my own meds. I enjoyed selling them, and I enjoyed being the underdog in a medical market and slowly taking chunks out of my goliath competition.
I also liked what some dev did/didnt say about us being greedy apparently. Thats just lovely. The money is the motivation for crafting. No one would do it if there wasnt money involved. But to say were greedy is insulting at best.
I don't think this is actually the case for the healing professions. Docs, Medics, and Combat Medics were unique because their crafts, in conjunction with their skills, would actually make them more effective on the field of battle.
I, for one, got into crafting because I wanted to make myself more effective in combat by having access to better meds than my foes. Money, and indeed my entire pharmaceutical supply business, is simply an outgrowth of trying to make the best stuff possible for me and my friends.
In the current system, the crafting docs are separated from those who buy their supplies by more than bank balance -- the detailed understanding of how our meds work and of how they relate to each other as well as of tuning choices available during the crafting process all serve to separate what I would term the "true" Doctor from the mere battlefield healer.
As I see it, to go to a vendor, buy a suite of meds, and array them on your toolbar with a few simple macros takes no skill at all (and is no different from any other combat profession, really -- buy a nice weapon, hotkey your two working specials, and fire away). The skill aspect of being a doc was rather found almost exclusively in crafting, and this separated Docs and Combat Medics from everything else in this game.
And so, I think that removing this aspect of Doc and CM gameplay does a serious disservice to both professions. Complexity is and has been a big part of what this game has going for it, and it is painful to watch change after change reduce this complexity.
[As an aside, have y'all noticed that Armorsmiths will only have 2 things to experiment on after the CU, instead of 3? It looks to me like they're trying to remove the "skill" aspect even from crafting...]
Don't forget they are giving us "cores" to work with, which will be the same for all armor types. The only difference is the skins you place on them. I just baffled as to what I'm going to do with resources that I have for all armor types.