Doctor Archive

Thread: Post Patch: Did Doctors just become A LOT more important to the game?

densinwahl
Sun Nov 16, 2003 9:53 am
#14

I agree with Greedo, Master the Profession and it won't be a problem.



Doctors have enough trouble trying to make a living, blinding running around placing harvestors silently praying that the resource we need is there, and every non-maxed player under the sun walking around healing people for tips....it's about time some things drove away the dabblers.


Don't get me wrong, I am not yet a master, 4 skills to go, but I still don't do buffs yet even though I have the skill. I am waiting until I have that Master Doctor tag above my head. To proceed before that who erase any ability I may have to offer opinions against buffing before you are a Master!!



Densin




Densin Wahl
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A Zabrak on a journey without a destination
Antilles98
Sun Nov 16, 2003 11:16 am
#15

The devs have stated Mastering half of a profession is not dabbling! In order to use Enhance D's and buffs you have to practically master half of the profession.

This is not whining, for the people who themselves are whining about people who hate to craft so avoid mastering doc. There was a nerf and a significant change without any warning or notification or any discussion. It was totally uncalled for, and is a great sign of the lack of customer service this company has, even though it has improved some what.

Having Doctors who only are interested in buffing and rezzing provides a market for Master doctors. A Master doctor on Flurry has recently had it raise her prices, because she was getting too many orders, and was spending a lot of time crafting. She is raking in the dough becuase there is a great demand, more so than providing buffs to people for money.

So perhaps those Master Doctor's who think this is a good idea as they complain about what they dub "dabblers" should stop whining, and try to be inovative and make money the other way. Even if you only take special orders from a few people, you still will make more money, faster by providing those packs than you will buffing.

However, with this new stealth-nerf, that market has now been castrated. The devs need to fix this, and fix it fast.
Aynsun
Sun Nov 16, 2003 3:53 pm
#16

I'd rather sell batch of enhance packs for 3.8mil than stand on starport whole day shouting get buffs from here charging from 4k-10k... Well that's just me. I was hoping that 2430 would be enough for decent enhance D's but seems that I've to make them myself. Sort of pity, now i have to spend more points and well some doctors just lost potential big customer.


Lamest thing tho was to change old ones to new med use level... if I had just spend 3.8mil for set of enhances and couldnt use them after patch... might as well dropa bomb.




Account cancelled and business closed, Bye bye all
Brnr
Mon Nov 17, 2003 1:48 am
#17

I have been a Master Doc since a couple weeks after the start of the game and I think this "nerf" was well justified and worth it. I hate low level docs charging 10k to buff someone and then giving them all under 1k buffs or just over that. Master Docs didnt have enough bonususes for master doc anyway and now this makes us even better. I dont even think there was supposed to be a large market for enhances, 3.8 million for a set of 50 is just because those docs are paying 200cpu for good avian meat, i use the stuff for 10cpu or harvested stuff and still beat their stats but i dont sell them I just give people the best buffs I can and always make a profit.

Brnr



Brnr
Master Doctor
Master Rifleman
mcglonec
Mon Nov 17, 2003 8:57 am
#18

Were you folks not around when they added experimentation to harvesters? WIth that patch, all of my heavy heavy harvesters, which had a Base Extraction Rate of 7, became useless. Medium harvesters could pull as much from the ground and for less. Instead, I had to scrap all of my heavies (I had about a dozen or more), which I had paid well over 100K credits each for, and buy all new ones that had a decent Base Extraction Rate.


I'm not trying to say that just because they did that in the past means that the new "nerf" to enhancement packs is justified; I'm just trying to point out that it's not the first time something like this has happened. With one patch, many people have been put out of thousands or millions of credits, which stinks - I hated it when it happened to me with my harvesters and I feel for those of you that now get nailed on enhancement packs.



However, one thing that I believe the devs were trying to address was the lack of "bonus" for being a master doctor. This has been something that many doctors have been complaining about for a long time - there's nothing "special" about being a master except for a few bonuses. Now, with the level of med use on Enhance D's, there IS something master docs can do that non-masters can't. Personally, I love that idea.


The Enhance D hasn't been taken away from the "dabbler docs." Rather, they can still use them, but they need to get the med use reduced, which lowers the power. I'm all for dabbling but, in my opinion, people were getting almost all the benefits of being a doctor (enhance D's and rez) by only getting a handful of the doctor boxes. I fell that it is more balanaced now than it was prior to the patch.





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raistlin7447
Mon Nov 17, 2003 9:09 am
#19






Warchylde1974 wrote:

Quite frankly it really wouldnt surprise me if the insurance resets even with a rez, causing the person "Corpsed" to return and get insured all over again. Buffs drop upon death, even with a rez.....i have a sneaky feeling insurance will also.


If thats the case, it'll make us pretty pointless in a group other than for heals....i wouldnt want a rez and run the risk of gettin whacked again without insurance.


Anyone know for sure?






In response to this post, insurance does not drop on rez. I did this with a couple of friends last night. They died, I rezed them, and then they tried to insure. All the items were already insured.


From my reading of the patch notes, insurance is only used up when you are cloned. This test proved that.


Hope this helps.


Raistlin




Cathail
Master Doctor / Master Combat Medic
Server: Sunrunner
PA: Whisper Death
Location: 3k north of Bela Vistal on Corellia
Zarlor
Mon Nov 17, 2003 9:43 am
#20

Thanks Raistlin!



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
sopublic
Mon Nov 17, 2003 9:53 am
#21






mcglonec wrote:

Were you folks not around when they added experimentation to harvesters? WIth that patch, all of my heavy heavy harvesters, which had a Base Extraction Rate of 7, became useless. Medium harvesters could pull as much from the ground and for less. Instead, I had to scrap all of my heavies (I had about a dozen or more), which I had paid well over 100K credits each for, and buy all new ones that had a decent Base Extraction Rate.


I'm not trying to say that just because they did that in the past means that the new "nerf" to enhancement packs is justified; I'm just trying to point out that it's not the first time something like this has happened. With one patch, many people have been put out of thousands or millions of credits, which stinks - I hated it when it happened to me with my harvesters and I feel for those of you that now get nailed on enhancement packs.



However, one thing that I believe the devs were trying to address was the lack of "bonus" for being a master doctor. This has been something that many doctors have been complaining about for a long time - there's nothing "special" about being a master except for a few bonuses. Now, with the level of med use on Enhance D's, there IS something master docs can do that non-masters can't. Personally, I love that idea.


The Enhance D hasn't been taken away from the "dabbler docs." Rather, they can still use them, but they need to get the med use reduced, which lowers the power. I'm all for dabbling but, in my opinion, people were getting almost all the benefits of being a doctor (enhance D's and rez) by only getting a handful of the doctor boxes. I fell that it is more balanaced now than it was prior to the patch.







I agree 110%. This is precisely how I feel.


The only thing I disagreed with was that they should have given a little heads up instead of sneaking it in... That way people wouldn't have been blindsided.


Dr. Fesa Thralkii


Master Doctor - Corbantis




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FjonNakamichi
Mon Nov 17, 2003 10:45 am
#22

I too believe that enhances crafted pre-patch should keep their med usage. However, if you still want to use enhances in the future and do not want master doc there are 3 other levels of enhances you could theoretically use depending on your skill level. Why should someone who chooses to not master the entire profession get access to the absolute best things the profession has to offer? I understand that it was this way before and it stinks to have something taken away from you but it happens all the time.


Floyd


Master Doc


Scylla

MrSlicer
Mon Nov 17, 2003 10:53 am
#23

even if there was a title people would still be whining ...


btw nice post mcglonec


i hope more people will read this one ...


if ur a dabbler .. be prepared to use not so good stuff ...




Karrde Bruce - BBFE - Lowca

"I can pick your nose from 4meters"
jhh
Mon Nov 17, 2003 11:18 am
#24

Heh you better believe docs just became a lot more important - I just died on Lok trying to tame a Mountain Vesp. My gear decayed not by 5%, but to 5% (95% reduction). Gee thanks SOE, if you are going to institute a decay system dont you think you could fix the horrendous bugs in it first? Not worth my time and effort replacing it all, see ya in another mmorpg folks.
DoctorGriggs
Mon Nov 17, 2003 12:08 pm
#25

What nerf? I had a couple of buff rolls over 2,200 last night. Maybe the only thing nerfed is your ability to make/use enhance packs hehe



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

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