Doctor Archive
Thread: A Review of Doctor Facts UPDATES with new CU data
SantosL
Wed Mar 23, 2005 4:53 pm
#14
You bring up a valid point on the Enhancer part, I didn't read it the same way, so I removed my text as it is not factual.
Transig
Wed Mar 23, 2005 5:18 pm
#15
We so seriously need a Dev or who ever on here to explain to the whole community what on earth is going on.
We need a Q & A session for the doc and medic profession , the same goes for the other profs but handeled on their forums.
So i'm asking for volenteers to go out hunt down those that have the answers , strongarm them to a keyboard and get them to give some more concrete answers.
To say In developementis not enough they must have a good idea of what the changes are because if they dont knowit smacks of "right lets do this and sort out the details later"
vortexala
Wed Mar 23, 2005 5:30 pm
#16
Enhancers are just that, enhancers. They are not required to perform your medical abilities, they simply enhance your 'natural' abilities.
TarMangani
Wed Mar 23, 2005 8:22 pm
#17
SantosL wrote:
TarMangani wrote:
As they are not needed for game play as much as they are now, the demand for enhancements will be less than it is now.
This is not based on fact, this is an assumption that demand for Doctor-based enhancement to stats will go down post-CU. We can not determine this at the current time, because we have no idea what stats we will be even enhancing, much less the total impact our enhancers will have on players.
Did you miss the part where I said:
Nothing is cast in stone, and I could very easily be wrong, but this is a very logical conclusion to draw based on current information.
I covered the fact that this is a conclusion, (aka assumption, another word could be prediction), based on what we know so far.
SantosL
Wed Mar 23, 2005 8:34 pm
#18
Don't get me wrong, I think that your point is logical in most respects.
But I'm trying to stay away from the "What-if's" in the thread here, and keep it to the facts that we have been given so far.
But I'm trying to stay away from the "What-if's" in the thread here, and keep it to the facts that we have been given so far.
Fobok
Thu Mar 24, 2005 4:16 am
#19
Thanks for this post, Santos. It was well-needed. It also brought up the often-ignored comment by Thunderheart, that the old playstyles will still be available, if in a slightly less critical fashion. While I am really looking forward to being useful in groups, I also want to see the 'at-home' playstyle to remain.
Garnier
Thu Mar 24, 2005 5:12 am
#20
Thanks mate for clearing that up, now i know my novice doc is safe so should i continue with u medic grind or should i leave it?
Solidkane
Thu Mar 24, 2005 10:43 am
#21
Very interesting post. Although the demand and price for these enhancers/buffs will most likely go down, I think it is great for the game and the gamer. Right now, it is almost mandatory to get buffed in order to play, making it tough to log on and jump into the action when you only have a short time. This is one of the things I like about WOW, and am glad SWG is somewhat following suit. I think there will still be a high demand for our services though for PvP and high-end PvE. There will always be the players looking for that edge they need to be the best. They will need stims to heal themselves (not associated with medic anymore but can only be used on yourself) and buffs. Depending on how our buffs roll out this could still be a substantial boost, but not gamebreaking. For example:
3000 HAM * 10% (Long term Buff)= 300 * bivoli *clothes *med center *med droid = 1000 if the rest the modifiers were still in place as they are now. If you add in the new 20% enhancers this could be around 1200.
It will be interesting to see how these will roll out and what stats will be affected. Health only or Health, Action, and the regen bars.
Darksfallen
Thu Mar 24, 2005 10:47 am
#22
Personally I got the impression that from the Doc, a 10 or 20% change to a stat (if those are what are finally decided on) would be the max possible, the best possible top end boost, not the baseline.
Solidkane wrote:
Very interesting post. Although the demand and price for these enhancers/buffs will most likely go down, I think it is great for the game and the gamer. Right now, it is almost mandatory to get buffed in order to play, making it tough to log on and jump into the action when you only have a short time. This is one of the things I like about WOW, and am glad SWG is somewhat following suit. I think there will still be a high demand for our services though for PvP and high-end PvE. There will always be the players looking for that edge they need to be the best. They will need stims to heal themselves (not associated with medic anymore but can only be used on yourself) and buffs. Depending on how our buffs roll out this could still be a substantial boost, but not gamebreaking. For example:
3000 HAM * 10% (Long term Buff)= 300 * bivoli *clothes *med center *med droid = 1000 if the rest the modifiers were still in place as they are now. If you add in the new 20% enhancers this could be around 1200.
It will be interesting to see how these will roll out and what stats will be affected. Health only or Health, Action, and the regen bars.
Twitchie
Fri Mar 25, 2005 7:03 pm
#23
Darksfallen wrote:
Personally I got the impression that from the Doc, a 10 or 20% change to a stat (if those are what are finally decided on) would be the max possible, the best possible top end boost, not the baseline.
Solidkane wrote:
Very interesting post. Although the demand and price for these enhancers/buffs will most likely go down, I think it is great for the game and the gamer. Right now, it is almost mandatory to get buffed in order to play, making it tough to log on and jump into the action when you only have a short time. This is one of the things I like about WOW, and am glad SWG is somewhat following suit. I think there will still be a high demand for our services though for PvP and high-end PvE. There will always be the players looking for that edge they need to be the best. They will need stims to heal themselves (not associated with medic anymore but can only be used on yourself) and buffs. Depending on how our buffs roll out this could still be a substantial boost, but not gamebreaking. For example:
3000 HAM * 10% (Long term Buff)= 300 * bivoli *clothes *med center *med droid = 1000 if the rest the modifiers were still in place as they are now. If you add in the new 20% enhancers this could be around 1200.
It will be interesting to see how these will roll out and what stats will be affected. Health only or Health, Action, and the regen bars.
That's what I've read it as, too. The max buff stat, with a droid, BE, bivoli (if those are even necessary anymore) would be 300 for long term, 600 for short term. It makes sense, with the "buff power" boost to the HAM that we're getting. I mean, if they allowed doc "boosts" like we currently have, your number would be pretty close to correct, meaning that now, instead of a temporary 2600 buff, the player's already starting with a 3k boost permanent, add another 1200 on for a long term buff, now you're up to 4200 total "buff" power.........nah, that's not gonna happen.
DoctorGriggs
Fri Mar 25, 2005 11:24 pm
#24
Nice thread Santos. This about sums up what they have made public so far.
Giftmacher
Tue Mar 29, 2005 3:44 am
#26
vortexala wrote:
Enhancers are just that, enhancers. They are not required to perform your medical abilities, they simply enhance your 'natural' abilities.
Texxie, just to clarify that means we don't actually need any consumables to heal, only to heal better? A bit like (and I hate to draw the obvious analogy) a D&D style cleric?
and /sigh it looks like we're going to have to wait for another blog before we find out what is going on, talk about slow torture.
Gift.