Doctor Archive

Thread: So now you have to be a BE if you want to craft as a doc?

taloncard
Wed Mar 30, 2005 8:39 am
#14






MyT_Chicken wrote:





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.



Exactly......Which is also why they made buffs less usefull....so now.....No Buffs = Healing. There is no need to craft anymore.






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.




Severan T'iam (Valcyn) RIP 7/2/2003-5/8/2005.
Master Nerf herder (oops I mean CH oops CH is gone but never forgotten)
SWG: Quote: Grand moff Tarkin: The Jedi are extinct, their fire has gone out of the universe. you my friend are all thats left of their religon. Except for the other 5000 over there...


Dovakic
Wed Mar 30, 2005 9:37 am
#15



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.



Mulberry - Annoying Veteran
60 Priest - Lothar US
Element of Fear - http://www.elementoffear.com


UmmonPrime
Wed Mar 30, 2005 9:41 am
#16

So why couldn't we just have enhancer A's only? Did they have to take it all away?



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


MyT_Chicken
Wed Mar 30, 2005 9:55 am
#17






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....



I mean heres how I personally see it. Doctor is currently split between "Crafters", "Healers", and "Buffers"



  • 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.


Now in most cases, currently, "Crafters" would sell to "Buffers"...."Healers" crafted for "themselves".


However the GP saw us as "Tumble Healers, ABEC practice mode Crafters, and Buff-bots".....which honestly if you look at it, is true. Not everyone did that...but a lot of people did....the "Healers" no longer had to heal because the "Buffers" made us worthless, and the "Crafters" sold to the "Buffers".


It was a never ending loop of self-destruction. By moving Crafting out of Doctor...it lets "Crafters" be "Crafters" for everyone...not just buffers. It let "Healers" have a purpose in life....and those those that want to "Buff" still can. But the buffers can no longer do all three without adjusting their template.


So to recap...."Healers" can heal...."Crafters" can Crafting....and Buffers get screwed because they need BE to craft. And...I like that. So those that are "Crafters" pick up Master Medic and do both...You can still pick up an elite combat profession (we can have 2.5 professions). Those that are "Healers" keep the template you have....drop Master Medic (Or don't) and heal....


And for the people that made all Docs look like "Tumble Healers, ABEC practice mode Crafters, and Buff-bots"....This profession was never for you, so do something else.




h Egri p
§ If you don't know; you'll find out soon enough! §

procel
Wed Mar 30, 2005 10:03 am
#18

Not had time to read all info properly but i chose my vet award according to the old Doc system and collected 30k of avian meat, will this still be needed or was it a waste of time , if it is i think the powers that be should take it into consideration and gimme another choice and they can keep the effing meat.


/endwhine
/DonFlameproofPants
/awaitForumTrolls




Nitrus- Master Force Weilder-(Pre NGE/ Pre CU Jedi kthxbye) - Rebel deserter and follower of teh darkside.



Pls Deliver auction wins to vendor: Dantooine 1100 -5747 (700m from pirate op)
MyT_Chicken
Wed Mar 30, 2005 10:07 am
#19

Resources haven't been touched. And I think thats why people are so edgey about the changes.....but until we see the schematics we dunno. However the CU is suppose to be on TestCenter5 today or tomorrow from what I'm reading. So we should find out shortly.




h Egri p
§ If you don't know; you'll find out soon enough! §

OberonMyx
Wed Mar 30, 2005 10:46 am
#20






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.










Twas' brillig, and the slithy toves did gyre and gimble in the wabe. All mimsy were the borogroves and the mome raths outgrabe.

Oberon/Xian', retired, writing poetry.
MyT_Chicken
Wed Mar 30, 2005 10:54 am
#21






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.

















h Egri p
§ If you don't know; you'll find out soon enough! §

Kresh_Azzo
Wed Mar 30, 2005 12:39 pm
#22

I think I have a migraine, anyone got a stim?



You know that scene, the one where Marlon Brando did that little hand wave right before he died. Yeah. That was beautiful man.

I wrote this before the NGE, now I feel like Brando

MyT_Chicken
Wed Mar 30, 2005 12:54 pm
#23






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.





h Egri p
§ If you don't know; you'll find out soon enough! §

Ledao
Wed Mar 30, 2005 2:06 pm
#24






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...]




Ledao Bohi, Master Doctor
Now with 3 locations: Ledao's Meds in beautiful downtown Galatorbria, Rori (327 -1770), Ledao's Fine Pharmaceuticals @ UAT City, near Coronet (970, -5590), and Ledao's Premium Meds and Resources on Tatooine @ (-1922, -4041) just 750m SW of Bestine.
Comprehensive Stock and Price Listing Here
UmmonPrime
Wed Mar 30, 2005 2:14 pm
#25






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.



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


Page 2 of 2