Doctor Archive
Thread: *pokes head out says her peace then flinches at the oncoming flamethrowers*
Happymob wrote:
Knocky wrote:
As long as the make the resource requirements moderate as well.
The resources really are moderate now though if you want them to be. You can get all the artisan harvestable resources you want at 0.5 cpu (self-harvest) or 5 cpu (purchased). You can get all the meat you want at 10 cpu (if you don't believe that, you should see the 500K of herbivore meat that I have stored where 98% of it was purchased for no more than 10 cpu). The quality may only be average (some well below average, some well above average, most average), but you can make 600 power buff packs with average resources (and in reality since good reactive gas and good domesticated oats are easy to get, you should get 700 power and still stay cheap).
I'm not saying that I would try to buff the public with 600 or 700 power buffs, but the reality is, if buffs become less powerful, there are plenty of ways for us to lessen the cost of buff packs. It's not really the resource requirements that are the problem, merely the value we currently place on having the best.
in some instances this might be true. but from my experiences on Starsider. i have found the most trouble getting anyone to mine or harvest things for me. with most people doing jantas/mokks or enraged rancors on dath for big cash flows and loot, not many are willing to pull meat and resources for others at least not cheaply. usually friends will but thats about it.
and pricing on the top end items are crazy high but thats mainly due to the greed of our fellow doctors trying to outdo their fellow doc and get their supplies or try to corner the market on such things. unfortunate but true.
Problem is the game has become so mandantory to be "Get Buffed and use Comp" that hgih end content has been brought in line with it. As stated - DWB and Corvette are hard enough (If you don't leg through the Corvette Destroy Mission), without buffs and armour you'll die in one hit. Tuksen Execuitoners doing 3k damage? We need to slash the power of mobs, attack power, not defensive powers, put down armour power, and generally turn everything down.
Its a complicated thing, the buffs and armour sort of run the combat, we nerf the buffs, we have to nerf everything. Tough stuff.
vortexala wrote:
Obata wrote:
MyT_Chicken wrote:
While I agree buffs should be cut back a little, I do NOT agree that buffs are what is hurting this game.
When I'm buffed and fully Comped up I can spam specials all day long. Pop a brandy or 2..and keep spamming.
However I don't normally get buffs....but I always have my 80/60 comp armor on. and even though I can't spam; I can solo90% of the content in this game....
So as I said Buffs should be cut down slightly, but in my own opinion, I feel armor is more to blame for the games lack of difficulty....not the buffs.
I personally feel that buffs should not have a Base rating...but rather a Base %. So instead of having a buff with 2000 base power. It should be 100%.....and no more then 115% of the toons current HA pools.
A's could be 10-25%...
B's could be 26-50%...
C's could be51-80%...
D's could be 81-115%...
However Reaching a 115% D rated buff would be extreamly difficult. Basically if this change (or something similar) were to be implemented, it would make people think twice about have the lowest possible stats for Heath and Action....and hopefully it would keep them from dumping 95% of there stat pool in the mind.
It just makes more sense atleast to me...to do it this way instead.
No. Your numbers are way too low. You're trying to bring doc buffs in line with musician and dancer buffs. That would be a most unjust change. We have to craft our buff packs (from some hard-to-get resources I might add), and we have to spend more skill points for our buffing ability. Doctor buffs should be adjusted, and will be. Even so, they should not be made the same as entertainer buffs.
I agree completely. And if a change were attempted to make Medical Enhancements the same as Entertainer Enhancements, there will be a very ticked off CM Corre...
Texxie, dont be so quick to agree... ur saying musician/dancer buffs.... well
one of those buffs mind and the other buffs only focus/willpower.
We buff 6 stats and that is a fair enough bonus to the skill point usage, if they have to master both musician and dancer, then their skill points are about the same as usage for us, and their buffs take a good 8 minutes longer than ours if u get both buffs.
ZeroK0ol wrote:
vortexala wrote:
Obata wrote:
MyT_Chicken wrote:
While I agree buffs should be cut back a little, I do NOT agree that buffs are what.............................................Cut for reply length.
No. Your numbers are way too low. You're trying to bring doc buffs in line with musician and dancer buffs. That would be a most unjust change. We have to craft our buff packs (from some hard-to-get resources I might add), and we have to spend more skill points for our buffing ability. Doctor buffs should be adjusted, and will be. Even so, they should not be made the same as entertainer buffs.
I agree completely. And if a change were attempted to make Medical Enhancements the same as Entertainer Enhancements, there will be a very ticked off CM Corre...
Texxie, dont be so quick to agree... ur saying musician/dancer buffs.... well
one of those buffs mind and the other buffs only focus/willpower.
We buff 6 stats and that is a fair enough bonus to the skill point usage, if they have to master both musician and dancer, then their skill points are about the same as usage for us, and their buffs take a good 8 minutes longer than ours if u get both buffs.
Thunderbyte wrote:
I was gonna suggest making the creatures harder (to promote groups), but I guess it works out about the same.
Devs have already stated that the creatures/npcs will not be changed with the exception of certain circumstances. The professions will be "tweaked" when the Combat Balance hit....thus making us weaker then current.
They can buff up to 19 people in the same time that it takes to buff one (and it's more like 6 minutes, I have a master musician who can do full buffs in 3). We can't come close to that without useing havla (yet more expense). You seem to have skipped over the part about our buffs being crafted. Entertainers have 0 overhead, and spend fewer points.
ZeroK0ol wrote:
vortexala wrote:
Obata wrote:
No. Your numbers are way too low. You're trying to bring doc buffs in line with musician and dancer buffs. That would be a most unjust change. We have to craft our buff packs (from some hard-to-get resources I might add), and we have to spend more skill points for our buffing ability. Doctor buffs should be adjusted, and will be. Even so, they should not be made the same as entertainer buffs.
I agree completely. And if a change were attempted to make Medical Enhancements the same as Entertainer Enhancements, there will be a very ticked off CM Corre...
Texxie, dont be so quick to agree... ur saying musician/dancer buffs.... well
one of those buffs mind and the other buffs only focus/willpower.
We buff 6 stats and that is a fair enough bonus to the skill point usage, if they have to master both musician and dancer, then their skill points are about the same as usage for us, and their buffs take a good 8 minutes longer than ours if u get both buffs.
Message Edited by Obata on 09-30-2004 07:44 PM
KDenelor wrote:
all the nerfs just make me sad. nothing wrong with buffs the way they are. if people wanted lower buffs, they would buy lower buffs.
Sevardos wrote:
Personally, I think buffs are fine as they are.
In my opinion, there are3 additional PVE-related things that make solo'ing high level mobs a cake walk;
1. Armour that negates 80% of your damage (80%!); i.e., Kinetic
2. Creatures do the same damage type (mostly kinetic) - needs more variety
3. Chef foods. Pop a Canape and I can do special attacks until the cows come home. In fact, I can easily take on a red mobs with just Chef food and some spicein an emergency.
Now, before I get flamed by Armoursmiths and Chefs, I'm not calling for nerfs on your professions. However, I am saying that you can't just adjust one thing - buffs - and leave the rest alone.
When they rebalance, it has to be a 'big picture' adjustment that speaks to all aspects of how you take damage, deal damage, heal damage, and regenerate damage.
actually 80% comp prevents 90% of the dmg done because its also AR1 which reduces 50% of the dmg and its 80% of the remaining 50% which is 40% ![]()