Doctor Archive
Thread: Sign My anti-buff nerf on the GCW forum
MagenShae wrote:
Its not the nerfing of buffs.. its the 'band aid' to the overall combat problem. Its the way SOE always uses the quick fix to quell the rising of the masses, instead of fixing what it is that's really broken: the imbalance in the combat system. I think buffs are too strong, I agree with that 100%... but I dont see this as 'fixing' combat or balancing anything. Its just a way to make the game 'seem' harder while they shrug off the responsibility of providing content and balance.
regards,
A'ier Crestingstorm
Master Doctor
BHSS
Tarquinas
I agree whole heartedly, I don't mind if buffs are weakened as long as it's done sensibly; altering buffs in an attempt to paper over deeper issues (e.g. making professions like carbineer viable again) will not help. What bothers me most about this whole thing is not the cut in buff power, but the lack of attention being paid to why buffs need to be the strength they are; namely the high end content, which is impossible without buffs and armour. Now I don't mind this situation too much, highend conent should be tricky and provide a little something for players to aim at attempting later in their careers, but unfortunately it throws the whole difficulty scale out of whack.
The result is we need very powerful armour and buffs to deal with the heavy battering high level mobs deal out, we are then left with a huge difficulty gulf between things like the DW bunker and rancor nests, and people understandably put the buff/armour slack to good use on rancors etc. What we need to do is give careful consideration to how we grade combat in these situations and perhaps put special rules in to deal with people soloing content that should be beyond them. Dropping the difficulty of the special high end content a little while upping the difficulty of things like rancors would help close the gap for a start (in line with this we could weaken buffs and armour appropriately too). I'd also like to see special rules that penalise solo players trying to take on high level mobs on their own, e.g. if you are not grouped, with the rest of your group within 100m of you then mobs strike more often/use more specials. Things like this will help put an end to grouping for 30K missions then running off to do them on your own.
Other stuff that really needs to be done are things like extensive testing of PvP (adjusting all the combat professions as we go), changing buffs might again be part of this, but balance between players is a very difficult thing to settle on and it's going to take more than weaker buffs and armour to get the game to where it should be.
Last of all I personally think cutting buffs will not harm their monetary value to Docs, but I do think it will hit some combat proffessions hard, and that is what worries me most about this. (In fact if innoculations are given to doctors we'll have a second source of income to fall back on so money is the least of it IMHO.) Even the currently considered powerful professions like BH are going to find it quite tough to cope with their Jedi marks with weaker buffs, but what it will do to the HAM hungry Carbineers etc. is liable to be even worse. Nope, I really think we're not looking at the underlying problems, over powered buffs are the result of imbalance not the cause of it.
Gift.
Message Edited by cMurray on 07-29-2004 06:46 AM
Tarquinas