Doctor Archive

Thread: Doc Buffs (Not a rant, but an idea that just makes plain sense)

Laleela
Mon Jul 04, 2005 5:25 pm
#14






After5CST wrote:


Good idea.


One suggested change:


Make the area effect version of buffs only available at MDoc, the lesser versions would all be single target. I think MD should get someperks not available before, and this sounds like a great candidate.


I don't know about radius, but would think 10m or 15m would be appropriate. Not close enough to have to stand on top of each other, but not so huge that it covers an entire battlefield.


It would also make NPCs a little tougher that had an attached doc ( e.g. a stormtrooper doctor ). He could just fire off a set of buffs at the beginning of combat, and his group members would all benefit from the bonus. Much more accomplishable from a scripting level than single-target buffs, I would think.


To summarize in more detail:


Nutrient Injection:



  • Basic available at Medic 4--- ( as today )

  • Improved available at Doc --3- ( as today )

  • Advanced available at Master Doc (as today), but changed to be group area effect.

Endorphin Injection:



  • Basic available atDoc ---1( as today )

  • Improved available at Doc ---3 ( as today )

  • Advanced addedto Master Doc, performs as a group area effect Improved.

Seartonin Injection:



  • Basic available atDoc ---2( as today )

  • Improved available at Doc ---4 ( as today )

  • Advanced addedto Master Doc, performs as a group area effect Improved.

Adrenal Boost:



  • Basic available atDoc ---2( as today )

  • Improved available at Doc ---4 ( as today )

  • Advanced addedto Master Doc, performs as a group area effect Improved.

I doubt we get it, but it's a good idea. A really good suggestion, IMO. As you note, I only bother to buff group members who request buffs -- and usually only those of a specific buff type -- unless I'm standing around waiting for some reason ( e.g. some group members are en route to nearest, etc ). While I like buffing team members, the bufs aren't significant enough for the group to wait on them, and I'm unwilling to spend my combat time buffing other members.



Message Edited by After5CST on 07-04-2005 10:18 AM




I think those are brilliant ideas. We need a DEV in here.



Niunu

Master Fencer / Master TKA / Master Brat
Thecker
Mon Jul 04, 2005 8:18 pm
#15

I would point out that there is often times when you dont want to use an adrenal buff on a party member, a rifleman cannot lose aggro with an adrenal buff on him, unless he stops shooting, whats the point of that. this buff should be used wisely.


The tank should always get it others you have to be selective.


otherwise a great idea. agree.






Colonel Thecker Goodheart
GTB
TheTemplar
Mon Jul 04, 2005 11:16 pm
#16






Laleela wrote:

Hey thanks for the reply!


No offense to you at all, but do you really think it's fun to buff everyone individually? How can making our buffs area effect be less fun?? Personally, the fun of being the new post CU doc is keeping everyone alive, and getting some action, not chasing down 7 people, losing roughly 70k exp while I try to get everyone buffed individually.....every 39min I might add.....14min for the speed buff.


Oh well to each her own. It'd be cool if a Dev might chime in on this.


Message Edited by Laleela on 07-04-200511:14 AM





Keeping people buffed and using the correct buffs at the right time can be fun and a game in itself, however the current slow buff system isn't really that fun.




Laleela wrote:

All of that is absolutely true, not being able to heal combatants is very annoying. I understand the concept behind it with the GCW and all, but your average grind group is a mixed bag anyway, with Imps, Rebs and Civilians all together with the sole purpose of simply getting exp. So the combatant thing in groups is kind of silly. I think you should be able to heal / buff anyone long as you are grouped.





Personally I think it should be solved with some fast and easy way to switch between on-leave/combatant/s.f. in the field.




«Diekid Murmalon»
We are warriors, born from the light
An army for freedom, defenders of life

HIGH KNIGHT OF HONOUR

Rataard
Tue Jul 05, 2005 12:48 am
#17

Just make it so that BE crafted supplies can shorten the cooldown timer on the buffs. Or just shorten them period.



Frokazza - The wookiee formerly known as Rataard.
gelfling_winterfell
Tue Jul 05, 2005 5:03 am
#18

I agree that this would be pretty useful if you're out hunting with noobs or people with no clue about how to hunt with a Doc on their team but otherwise I don't think it's necessary. It would be handy but how would this be implemented? I can't see the devs letting us do this without some kind of penalty...If they change ourskills to allow us tobuff 8 people in one shot, I can see them imposing a 1-2 minute incapactitation or paralyse penalty. I think we are better off making sure that other players know how to fight with a Doc on board as it is in the current system.









Well, it was a thought. Making all buffs area might take some of the fun out of it, long duration / long recast buffs that are less powerful should be area while other buffs with short recast and short duration might be single target to keep us busy. The thing that bothers me with the current buffs are the long recast timers, you have to dedicate almost a minute per person to buff which is too long in a combat situation.







Now this I agree with completely. I did hope that the last publish would have included a shorter timer for the adrenaline buff. Not only does it have the shortest duration but it also has the longest timer. I've found that I can keep the group buffed on the move and in battle with the length of time it takes to recast adrenaline is a pain and as such I cannot ensure everyone who needs it will have it when we're in a dungeon with next to no time to sit and regen my mind so I can buff and heal.


I'm not too bothered about the loss of xp due to time spent buffing in battle because I've never been that kind of player but yeah it would be nice to get xp from all the buffs when you're fighting. I've received xp from wound healing in combat and from the application of nutrient injection as long as the player also takes damagebut haven't noticed anything from the others.


...gelfling



--
master Doctor | master Pikewoman | Imperial ace Pilot: Storm Squadron
Jaissen-Dunan
Tue Jul 05, 2005 11:43 am
#19

snip -------------

No offense to you at all, but do you really think it's fun to buff everyone individually? How can making our buffs area effect be less fun?? Personally, the fun of being the new post CU doc is keeping everyone alive, and getting some action, not chasing down 7 people, losing roughly 70k exp while I try to get everyone buffed individually.....every 39min I might add.....14min for the speed buff.

---------- snip

whenever i do the "oh my group is debuffin" check, click on their name in the group bar and hit /follow, and i buff them, i always draw the aggro hate, which if by the animals demise time, i am still hated, i get med xp.

also, when your hated (red icon flashing) throw a heal to one of your groupmates, even if they dont need it, you still get med xp. this also works when your group is attackin the lair, i just runup and bacta spray the area and walla, inanimate hate, and xp when the lair is destroyed.

i only fire a weapon when my my entire group needs rezzin and i have to kite one way and drag the other.

Jaissen Dunan
"Doc"
Droppin Bacta since '05

Master Doctor
Master Combat Medic
Master Procrastinator



-----
INFREQUENTfrequency
-----
my previous dj mixes - put this in your browser and smoke it:
www.noitadnuof.com/mixes/
-----
That blast came from those pants. That thing's operational!

Auction drop off vendor "specials" located at 5035, -788 Talus


Laleela
Tue Jul 05, 2005 3:59 pm
#20






Jaissen-Dunan wrote:
snip -------------

No offense to you at all, but do you really think it's fun to buff everyone individually? How can making our buffs area effect be less fun?? Personally, the fun of being the new post CU doc is keeping everyone alive, and getting some action, not chasing down 7 people, losing roughly 70k exp while I try to get everyone buffed individually.....every 39min I might add.....14min for the speed buff.

---------- snip

whenever i do the "oh my group is debuffin" check, click on their name in the group bar and hit /follow, and i buff them, i always draw the aggro hate, which if by the animals demise time, i am still hated, i get med xp.

also, when your hated (red icon flashing) throw a heal to one of your groupmates, even if they dont need it, you still get med xp. this also works when your group is attackin the lair, i just runup and bacta spray the area and walla, inanimate hate, and xp when the lair is destroyed.

i only fire a weapon when my my entire group needs rezzin and i have to kite one way and drag the other.

Jaissen Dunan
"Doc"
Droppin Bacta since '05

Master Doctor
Master Combat Medic
Master Procrastinator




Well, unlike yourself most of us double up doctor with a combat profession, not combat medic. Therefore we need to fire weapons as well, not run around every few minutes chasing 7 group members to buff. While I see what you are trying to point out,I was talking about losing combat exp, not medical.



Niunu

Master Fencer / Master TKA / Master Brat
Laleela
Tue Jul 05, 2005 4:11 pm
#21






gelfling_winterfell wrote:

I agree that this would be pretty useful if you're out hunting with noobs or people with no clue about how to hunt with a Doc on their team but otherwise I don't think it's necessary. It would be handy but how would this be implemented? I can't see the devs letting us do this without some kind of penalty...If they change ourskills to allow us tobuff 8 people in one shot, I can see them imposing a 1-2 minute incapactitation or paralyse penalty. I think we are better off making sure that other players know how to fight with a Doc on board as it is in the current system.









Well, it was a thought. Making all buffs area might take some of the fun out of it, long duration / long recast buffs that are less powerful should be area while other buffs with short recast and short duration might be single target to keep us busy. The thing that bothers me with the current buffs are the long recast timers, you have to dedicate almost a minute per person to buff which is too long in a combat situation.







Now this I agree with completely. I did hope that the last publish would have included a shorter timer for the adrenaline buff. Not only does it have the shortest duration but it also has the longest timer. I've found that I can keep the group buffed on the move and in battle with the length of time it takes to recast adrenaline is a pain and as such I cannot ensure everyone who needs it will have it when we're in a dungeon with next to no time to sit and regen my mind so I can buff and heal.


I'm not too bothered about the loss of xp due to time spent buffing in battle because I've never been that kind of player but yeah it would be nice to get xp from all the buffs when you're fighting. I've received xp from wound healing in combat and from the application of nutrient injection as long as the player also takes damagebut haven't noticed anything from the others.


...gelfling






Well, given the changes after the CU went live, it looks like SWG is going the way of virtually every other mainstreamMMORPG on the market. That being said, you asked howgroup buffswould be implemented. Very simply, as healer & buffing classes / professions in all of the games I play and have played in the past have group buffs. And I strongly believe that is because most of us have more fun keeping our groupmates alive, and making an active contribution towards the immediate goal, than having tomake a grandtotal of 32 individual clicks of the mouse.(8 groupies x 4 buffs)Yes, it can be macroed so that you only have to activate the macro 8 times, but since the buffs have such a short range, macros WILL miss periodically, resulting in having to rebuff anyway. And I also understand it's not absolutely necessary to buff everyone with every buff we have, but using that logic, why buff at all? They are not actually needed to hunt afterall.But my point is, I want to give everyoneall of my skills as a doctor, not hand out spot buffs here and there. And, I'm willing to bet all the credits in my bank account that most docs end up buffing the group right before the hunt, then slack off afterwards. There might be a few that like chasing people and not doing any actual fighting, but I'm sure they're in the minority



Shortening the cast times would make more sense than the way it is now, but IMO that won't make it that much less tedious.




Niunu

Master Fencer / Master TKA / Master Brat
Laleela
Tue Jul 05, 2005 4:15 pm
#22






Thecker wrote:

I would point out that there is often times when you dont want to use an adrenal buff on a party member, a rifleman cannot lose aggro with an adrenal buff on him, unless he stops shooting, whats the point of that. this buff should be used wisely.


The tank should always get it others you have to be selective.


otherwise a great idea. agree.









Interesting comment, but I have yet to see giving everyone adrenal become a groupkilling move. That brings up a question, can you remove buffs? I've never tried it.



Niunu

Master Fencer / Master TKA / Master Brat
After5CST
Tue Jul 05, 2005 4:37 pm
#23

Well, kind of. Dying removes the buffs. I don't know of any other way to remove them... but I honestly haven't spent a great deal of time trying to figure one out.
JazzJaeda
Tue Jul 05, 2005 5:03 pm
#24

I've buffed a couple MRM's in a couple groups I've been in, and got a nice "please don't buff my speed" after the disaster, lol. It happens.


I think the initial idea in this thread is a good idea. I think After5CST carried it on perfectly, by offering to give MD's a benefit over dabblers. I would also suggest for the aforementioned reason above, to keep the speed buff an individual basis.

An excellent thread. It's great to see some actual constructive ideas and suggestions. I doubt the DEVs know how to read, but this is a great idea.



Kasu'mi Cho
Master Pikewoman
Master Doctor


My opinions are mine, and shared by nobody I know
CrazedArmorsmith
Wed Jul 06, 2005 3:04 pm
#25

well... if someone is THAT worried about the speed buff and riflemen... then dont use the area version... buff one at a time.
Laleela
Wed Jul 06, 2005 3:44 pm
#26






JazzJaeda wrote:
I've buffed a couple MRM's in a couple groups I've been in, and got a nice "please don't buff my speed" after the disaster, lol. It happens.


I think the initial idea in this thread is a good idea. I think After5CST carried it on perfectly, by offering to give MD's a benefit over dabblers. I would also suggest for the aforementioned reason above, to keep the speed buff an individual basis.

An excellent thread. It's great to see some actual constructive ideas and suggestions. I doubt the DEVs know how to read, but this is a great idea.




I'm glad you like the idea, I'd love for some more input from people, maybe even our corrospondent and a DEV



Niunu

Master Fencer / Master TKA / Master Brat
Page 2 of 3