Doctor Archive
Thread: DOCTOR IS NERFED BY CU NO POINT to skill now
Rwhitman
Sat Mar 19, 2005 8:57 am
#14
Well... I look at it this way. With buffs only at 20% max, self healing minimal, and a re-tooled emphasis on combat. There will be a greater demand for doctors/medics in the new more group-encouraging system. If people dont have 3000+ in each stat with regens that shrug off all but the greatest damage, they will need a lot more healing and helpas they fight, especially going after high end content.Newer non high-level players will pratically need us to follow them around if they want to do anything other than solo nuna lairs.
Further with only one wound type to health, there will be a lot more wounds... imagine all the wounds you get after a full buff session grinding applied to ONE stat.
The only thing that ticks me off if having to have the unarmed tree to do PIkeman. My MD/Mpikes is going to have to suffer for my craft just because of this... I guess no more Novice Artisan :-(.
Kresh_Azzo
Sat Mar 19, 2005 9:12 am
#15
I agree with some of the sentiments of this thread. Doc as we know it is going to change. I don't believe any more skillpoint need be necesarry to continue the career of the crafting doc if they mix with BE correctly, but what hurts is that those who wish to continute this career will inevitably be forced to give up the title of Master Doctor. This seems a small price, but I know most docs wear the title with pride.
As far as the buff/enhancer situation goes, people will still want the best of the best when they are out there. They will still want the 10%-20% edge when fighting and from what I understand, increased action capability (lower timers in stats due to buffs). I am rattling on! I need more information.
As far as the buff/enhancer situation goes, people will still want the best of the best when they are out there. They will still want the 10%-20% edge when fighting and from what I understand, increased action capability (lower timers in stats due to buffs). I am rattling on! I need more information.
Sunakk
Sat Mar 19, 2005 12:38 pm
#16
racheen wrote:the changes that are posted seem to me to be making it more of a combat oreinted and less roleplay type of game. True you will no longer be able to solo certain things but also if they make the stats intop what they posted it pretty much gets rid of doctors and entertainers. So what point would those proffesions have after the CU as they are the ones which are best for RP and seem to have no purpose in the new system at all and that would drive those who like that aspect of the game away. This is the first game i have seen that lets you RP if you wish since most others are how much can you kill type of games.
Entertainers and doctors will certainly still have their role in the game once the CU is implemented. Doctors are first and foremost healers, not buffers. The CU changes will require having healers on the field in order to be effective. The devs want to seem more docs in groups and fighting, not less. And I don't see anything in the post that would lead me to believe the role for ents would change either. Image Designers will lose their most popular service, but that was never really an ability that fit the ID role anyway.
CasualMaker
Sat Mar 19, 2005 12:38 pm
#17
I8TheWorm wrote:
I didn't see that.. fencers have to have the unarmed tree too. Weird.
On the doc note, I'm definitely staying with my doc tree, as grouping is why I picked it up. I think we'll see a mass exodus of folks who picked it up just to make tons of credits ingame.
Doc may be quite fun once the CU hits
Yes, the base requirements of 70% of the elite combat professions are DOUBLED. That's a whopping 14 skill points to be ripped out of everything else you want to do, just to maintain Novice in any of them.
Sunakk
Sat Mar 19, 2005 12:41 pm
#18
It seems fair and balanced to me to make all of the elite combat professions require the same number of skill points. That ground balance has to be in place before you can try to balance the power and effectiveness of each profession. Otherwise eveyone would pick the professions with lower skillpoints as their character would be more powerful overall.
Yes, it seems odd that the melee professions double up on branches, but that's because there's not a branch like Ranged Accuracy that the Marksman tree has. I see the dev's choice as the best considering how the skilltrees are currently set up.
Yes, it seems odd that the melee professions double up on branches, but that's because there's not a branch like Ranged Accuracy that the Marksman tree has. I see the dev's choice as the best considering how the skilltrees are currently set up.
I8TheWorm
Sat Mar 19, 2005 12:45 pm
#19
Sunakk wrote:
It seems fair and balanced to me to make all of the elite combat professions require the same number of skill points. That ground balance has to be in place before you can try to balance the power and effectiveness of each profession. Otherwise eveyone would pick the professions with lower skillpoints as their character would be more powerful overall.
Yes, it seems odd that the melee professions double up on branches, but that's because there's not a branch like Ranged Accuracy that the Marksman tree has. I see the dev's choice as the best considering how the skilltrees are currently set up.
What do you call the fencer Finesse tree then? It's combat points, not xp, and comes in at a much lower rate than the other xp trees, just like the ranged accuracy tree does.
I agree that it does seem more balanced. But I hope that it won't be impossible to master one combat tree and one non-combat tree.
Sunakk
Sat Mar 19, 2005 12:47 pm
#20
The finesse tree is within Fencer and thus could not be a prerequisite for Novice Fencer.
Perhaps if Brawler had a fifth branch of skills that enhanced all melee combat, like the Ranged Accuracy branch, that could be used instead. But that would be totally against the model of all other professions, and it would be a trick to see how Master Brawler would work.
I8TheWorm
Sat Mar 19, 2005 12:51 pm
#21
Sunakk wrote:
The finesse tree is within Fencer and thus could not be a prerequisite for Novice Fencer.Perhaps if Brawler had a fifth branch of skills that enhanced all melee combat, like the Ranged Accuracy branch, that could be used instead. But that would be totally against the model of all other professions, and it would be a trick to see how Master Brawler would work.
Sorry, misread.. I thought you were talking about rifleman rather than marksman.
Transig
Sat Mar 19, 2005 1:19 pm
#22
Skurr i hope you are right and it all settles down and yes its only a game but a game i like because of how diverse you can be within it and i'm slightly worried it may go down the same lines as the other mmorpg's in the leveling system(pick a proffession and become lvl 50).
Pelf
Sat Mar 19, 2005 1:42 pm
#23
My comments were in purple, things aren't as bad as ya made it sound, but yes, they are bad.I have a alt that was working on doc, so i feel the pain
Rabekah wrote:
Seems to me the doctor profession is being totally nerfed... I started to read the thread on CU changes posted today ...
I went from having and enjoyable time with a friend... to upset - logged out my main character (a master doc sword), and have not logged her back think least grief would just be to delete and unsubsribe.... (though I'll probably just do a new template and face all the grief of lost effort like the 10000 advanced biologicl effect controllers I made since getting 6 unlocks to try and fill crafting tree to reach padawn)
http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=63147
Now I have read above CU post I see no point to her, I was grinding FS crafting to make better buffs, ALL her income has gone on buff resources.. 6 months effort towards a jedi crafting doc is wasted. I feel I have been shagged around, swg is being replaced with a modified EQ2 engine that has no place for my 2 characters. My alt is a ranger, merchant, artesan and TKM that gets meat and finds resources for buff crafting... Also no point now... So what characters do have a point now... ones with two combat = PvP templates only...
1) It sounds like with no healing others, there goes stim income for some, there goes people wanting to group docs...
I assume 'no healing others' is w/the new stims that are being put ingame, not to medic/doc/cm stims.
2) With buff only at 20%, who will bother and there goes income for buffing docs. A buff on a low poll with be nothing and a hightpool won'tneed it..I my self have buffed 100's of hours to get income to buy skill tapes to be able to craft 947 power buffs without janta... all wasted time with CU..
3) Well buff crafting doc sounds nerfed.. so much for the 145000 advanced biological effect controllers I have been working through to get an FS experiment bonus as a crafting doc (best doc craft gets 17FS XP and takes a minute - need over a million FS crafting XP to fill the skill tree)... and the 6 months I have spent gathering resources.. to start my first and half completed run. Don't see any point finishing it.. first ever factory run 947 base buffs no janta..
4) Sound likeyou won't be able tobe master of an elite combat and master doc anymore... esp once FS craft etc has swallowed points.. there goes the fun of optionally being ok at PvE when want too... So you need a second account to fight things if your mains a doc with the CU... blatant milking for more money. Think this goes for all crafters that want an elite combat too... those with FS boxes anyway?
To my understanding (again) medic would be considered a starter profession and not an 'elite' one, so you should still be able to have master doc/master swords.
Really I just think the changes are too drastic and doctors is being nerfed, and I'm not happy with all the time and effort the Devs are thowing away...
SWQ is being replaced with an adapted EQ2 engine by the sounds of it and the attitude is stuff all the effort we have put into character developement... now we totally change and make your build obsolete...
Do they think that we have gone for the builds we enjoy the most? and will not just bulk unsubscribe and leave when/before the break it?
Think the game will stop being a communityof crafters, PvPer's, PvEer's and MIXED ROLE, (like master sword/master doc) and become a combat thing like most FPS. Then the game has lost what made many play it...
Message Edited by Rabekah on 03-18-2005 08:50 PM
Message Edited by Rabekah on 03-18-2005 08:57 PM
Sunakk
Sat Mar 19, 2005 1:43 pm
#24
The snippit of info released about the CU is not all of the info for the changes. Doctors will still heal wounds and damage. The only change is that the bulk of medical crafting is going to BE, which is certainly not a combat class in itself. TH responded in the thread to say that any current crafted items will be changed to useful items. And I would bet that once the CU goes live, the market will have a demand for anything "new."
Just wait for more detailed documentation. It's a change, but much of the game will be changed. As TH has said many times, it's best not to compare the new system to the old.
Just wait for more detailed documentation. It's a change, but much of the game will be changed. As TH has said many times, it's best not to compare the new system to the old.
KardenTyrell
Sat Mar 19, 2005 5:20 pm
#25
PsionicHawk wrote:
Doomsday threads bore me.
There will be a point to getting doctor, however the point will not be making characters at least five times more powerful.
QFE
Xix13
Sat Mar 19, 2005 7:31 pm
#26
They had to throw in that unarmed requirment for, like, pikeman to balance against the ranged profs' requiring 2 trees of Marksman to go to the Elite prof. Since there's no brawler equivalent of the ranged support tree, we get to bleed off a tree's worth of uselessness with the unarmed tree. Is OK. I'm used to it with my commando. My doc's a pistoleer and, yeah, it means I'll have to lose my novice scout to do the pistoleer. Means all those corpses rotting in the sun unharvested. Don't like the devs' take on that kind of uncivilized hunting, but oh well. And since most of FS is combat, it'll be a nitemare getting thru the FS stuf.
If they'd stuck to their guns and did what they ORIGINALLY said they'd do (no skill pt costs for FS..."You won't have to destroy your template for FS...you can have either your first char, your second char or BOTH be Jedi"), there'd be no problem. But is gonna be tough to get to Jedi as a doc/fighter, so might as well change to pure fighter if you're going for Jedi and make the second toon the doc.
I don't like being negative because I really like this game. We'll see when the CU finally goes live just what's up. I certainly hope all my resources will still be useful. I like the combat changes but I'm really sad over the loss of the 3 HAMs and the strength/quickness innovation.
I'm sure that this first pass at what's to come will change. It always does by the time it gets to live. (Heavy Weapons SEAs anybody?)
If they'd stuck to their guns and did what they ORIGINALLY said they'd do (no skill pt costs for FS..."You won't have to destroy your template for FS...you can have either your first char, your second char or BOTH be Jedi"), there'd be no problem. But is gonna be tough to get to Jedi as a doc/fighter, so might as well change to pure fighter if you're going for Jedi and make the second toon the doc.
I don't like being negative because I really like this game. We'll see when the CU finally goes live just what's up. I certainly hope all my resources will still be useful. I like the combat changes but I'm really sad over the loss of the 3 HAMs and the strength/quickness innovation.
I'm sure that this first pass at what's to come will change. It always does by the time it gets to live. (Heavy Weapons SEAs anybody?)