Doctor Archive
Thread: CU: An explanation of Doctor Changes
VemaGara wrote:
One change that I can't explain yet is Medical XP changes. Those don't seem to be working as envisioned. I hope that they can get that straightened out. Many things on TC aren't working perfectly, and will change, so don't get up in arms about things. *DO* state calmly and rationally what the problems are and why. The devs may not listen, but if you scream, the devs definitely won't listen.
Most of my comments came from reading this forum for almost two years, remembering points that docs were unhappy with, and connecting the dots.
Doctors making money from doctoring is the oldest and most persistant problem in the Doc field. Only Docs and Squad Leaders *must* interact actively to earn XP. Docs need to heal, and those clawing for the top will heal for free. Squad Leaders need a group. Entertainers interact passively and have their own problem. In general, the entire service sector tends to have problems in the game.
Healing XP was changed because we were out leveling Combat Players. Imagine if the XP wasn't changed...we would have Master Doctors running around with no real combat skill jacking up the Group Levels. Changing the XP requirements for Healers are a good thing based on how the CU is functioning. Sure it has a few bugs here and there, but overall, it was a good change.
The reason we can't heal outside of Combat anymore is because SOE is reducing the ways to "Power Level" or "AFK Grind" to master professions. XP is based on the Group Level and then the Player Level. So if you had a Master Doctor / Pikeman (assuming lvl 99 just for an example)grouped witha Novice Brawler / Novice Medic (Lvl 1) The lvl 1 would get like 500 max xp and the lvl 99 would get 5000 max xp. (THIS IS JUST AND EXAMPLE NOT ACTUAL NUMBERS).
Now on the flip side take the lvl 99 and lvl 1 are not in a group. If the lvl 99 can "tank" a creature all day long while the Lvl 1 just heals to gain XP, it would be to easy to actually get Master Doctor / CM.
Which is why I believe groups are now required...people may find loop-holes in the system, but the chances are far less likely.
Rimmick wrote:
TarMangani wrote:
MyT Chicken set me straight on this one. In Iraq surgeons were in the field with the combatants. The way we're thinking is reflective of the 40's and 50's, not necessarily today...
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Um, no they aren't. I've been a combatant in Iraq and never once did we have a surgeon with us. Combat medics accompany soldiers into the field. Their main purpose is to keep a wounded soldier alive long enough to get them to a field hospital or triage center of some sort. Its a rare thing that the doctor is in the thick of it treating wounded soldiers. I guess you could look at it in the sense that doctor's are more valuable than us grunts. You can' t waste them by putting them in the line of fire. This might not have much to do with the thread but that irritated me when I saw it.
That's the take I've always had on it, but haven't been in the military since 89. Chicken can speak for himself of course but here's the post I was referring to:
TarMangani wrote:
MyT_Chicken wrote:
mcpryon wrote: I wouldn't mind these changes if there wasn't such thing as a combat medic. Not many wars have surgeons up on the front lines in the trenches, they're back in the hospitals helping people. Of course, this is a game, but the same idea applies.
MyT_Chicken wrote:
Yes therein Wars, Surgeons and Corpsmanare up on the front line and in the trenches. You have no idea, so until you get a clue stop assuming stuff like that. Real healers don't hide behind a title in Real Life.....they aren't afraid to get there hands dirty when the time is needed.
As for the game, SWG has always considered Doctors Combatants. Combat Medics and Docs have equal strengths and weaknesses...thus make both a high priority in a group.
Actually in war surgeons are considered way too valuable to be on the front lines, they are rear echelon support. However it's a moot debate. The devs have decided that their definition of doctor is what matters. They've defined it, we're forced to either play it, choose another profession or quit. It's not exactly fair of course, but then again what in life is?
MyT_Chicken wrote:
No actually surgeons are not "too valuable"....We had 3 with my company...on the front lines when I was in Iraq. But whatever its a moot debate as you say.
But a single gernade or snipershot won't kill you here. And you are immortal technically.
Oss_Wilum wrote:
if *I* were a surgeon, i'd consider myself too valuable for front line work
don't want 16 years of med school rendered void by a sniper or grenade.
Camelz wrote:
Eamello
Master Docs are gonna be nerfed, not buffs, heals, CAs, BE clothing etc - it is the PROFESSION that is getting nerfed.
I think dropping Doc and choosing a new profession is the only sensible way forward.
After6 months of the Power players moaning at the devs ("there are no docs left whinge, whinge") then we might see Docs made back into a usefull profession in some future UG or Expansion. Maybe even in "Star Wars Galaxies - EQ in Space", which is what the devs are workingon now.
Remember it was the same power players whinging that bought us these Doc changes in the CU ("I dont want to wait 20 mins in line to get buffed", "I dont want to pay a Doc for buffs" "It takes too long to kill noobs when they are buffed" whinge, sob, cry!).
(for power players read "players who spend their time on line afk camping a spawn while e-mailing the devs moaning about the game we actually like to play. They play the test servers during the tests but when the release comes they are off playing WoW and laughing at the mugs stilling playing SWG")
You must be one of those people that doesn't know what you talking about. I mean its pretty obvious because in your first line you say "Master Docs are gonna be nerfed, not buffs, heals, CAs, BE clothing etc - it is the PROFESSION that is getting nerfed." Well thats...interesting.
Firstly Novice Medic 4/x/x/x can do Health Buffs. So right off the bat you are wrong. Doctors also get Augmentaion Modifiers that raise the % of the buffs. And on top of the BE's make enhancers that make out buffs even better. Oh and if that's not good enough Doctors also get Action and Mind buffs....untested at the moment, but...it doesn't matter.
Ohhh and we don't have heals? Really....funny thing is we actually get Heal Wounds at Novice Doctor...we also get another Damage heal called "Bacta Jab" at Novice...Oh....and the Medic line has 3 types of heals. Bacta Heal, Bacta Toss, and Bacta Spray. So thats 4 direct damage healers. But wait....THERE'S MORE....you can have Bacta Infussion in the low tiers of Doctor...which is a Regen ability. bringing our direct healing to 4, indirect healing to 1, and wound healing to one.
/sigh....Oh...but but...chicken they took my +12 crafting suit. No actually they didn't, Medical Experimentation isin the BE line of medical crafting...imagine that.
/sniff....but but what about BE Clothing? This is probably the only item your correct with, and frankly who cares.
I'm done...your post isn't even worth reading after that first line.
Message Edited by MyT_Chicken on 04-05-2005 07:05 AM
Eamello wrote:
OK, can some please give me the straight poop? IM a master doc for one reason, the conveniance of buffing my self, thats it. I hate crafting and buffing other people really. So is this a professiondead for me when the CU comes out? Please some help, so i can learn a new career if necessary!@
If you took up doc for the sole reason to buff your self then then my answer to you is......
When TC5 lets you pick up an elite prof give it a try.
Here is what we do not as of yet know. We dont know how much an advantage doc buffs will be. Lets say the need factor right now is 100 (must have to do anything). Now lets say post CU the need factor is 90. Then you may want to keep doc. If the need factor is only 5 then you may want drop doc.
Each player will come up with thier own need factor. Without having played with/without the new buff/HAM system no one can say what thier view of the need factor really is.
So again, once TC5 lets you pick up some elite prof give it a try and tell us what you think. Please also not, that a 5 min test is not going to cut it. You will need to spend a great deal of time getting used to the new weapons/armor/ham system to really be a good judge.
QuiGonWindu wrote:
VemaGara wrote:
With the CU, Doctor has become a combat profession and a support profession. Crafting, which is still supported in the medic line, follows the bio-engineer line. Bio-engineer becomes the clear medical crafting profession. This opens bio-crafting the possiblity of using dna-sampling and other bio-engineer abilities. In exchane, Docs get defense bonuses for combat, armor certs, and health-point increases, which only combat professions get.
Just out of curiosity... if I'm a Pure Doc (and only a doc) after the CU, how do I make money to buy that nice shiny new armor I'm now certified for? or make money to buy those meds I can no longer craft?It sure looks like every OTHER combat profession not only gets the bonuses you list above, but ALSO gets weapons certifications. Maybe they're going to include some pistol certs prior to live, but as it stands now, seems as though if I want to make the money to support my profession (like any other combat profession),I have to spend Skill Pts and master something else.
Oh! That's a good question!!! Keep asking it. Make sure our correspondent hears it.