Doctor Archive

Thread: Buffs MUST GO !!!! (2)

maxblast
Sun Sep 26, 2004 9:16 am
#14

you truly have no clue to whats going on buffs are not what make people invinceable its when you combine armor with them that make them so effective

for example nite sister pulls out stun baton hits player for 1500 damage no armor restit to stun player dies no matter what the level of buff the player

will die from that type of damge if he has no resits to its damge the only thing buffs allow a player to do is solo low level mobs without armor anything

that causes more than 400 damge at a pop will eventually kill a peep with no armor . the true problem here is the player ability to spam specials

put a timer on the specials and when your not able to spin attack or any other special 300 times in a row youwill rethink your position. and this

is easy to test too get a buff dont wear armor and go out and start soloing some sharniffs limit yourself on how many specials you do like lets

say 4 per sharniff and see how long you last when the flipping thing is hitting you at the full 400 damge every two seconds and you are hitting it

at 400 to 800 damage every two seconds without specials you will eventaully become incapacitated guarenteed because the bugger has 10k ham

your ability to spam specials is what really unbalances the combat even with full armor on you would still have a tough drawn out fight with a high

level npc or creature solo. so the best thing here to do is not allow players to spam specials at will and then revisit the buffing and armor thing after

they put a limit on specials. you have to remember the ham bars were set up in this way to limit the amount of specials a player could do. buffs took

away this limit but they also gave the player the ability to go and not get one hitted so basically if you put a artifical limiter on the amount of specials

a player could do the system would start to rebalance itself in that respective and you would see more grouping because it would take a group

of peeps to deal enough specials to take down a high level npcs or creatures. example would be lets say a nite sister requires 25 specials to

effectively to kill her in ten minutes you as a player can spam 5 specials in 10 minutes well to kill her you would need 5 peeps 5x5 =25 to kill

her in 10 minutes . there are alot of differnt things affecting combat right now it will take alot of litt'e adjustments to even this out there is no one

thing that will cure this. you have to basically make small adjustments and hopefully these small adjustments add up to better balance. and the

two small adjustments to make first are these two.


a. limit the number of specials you can use in a certain time frame


b. turn back on the ability of npcs and creatures to heal themselves and yes this is still in the game it was on during beta.


c. look at the effects of these adjustments and then make a clear and sound judgement as to wear armor and buffs are

at in realationship to these new adjustments.


thats the total problem with this games combat system everyones looking for the silver bullet solution there is none it going to take alot

of little adjustments to bring this around me personally i like the way armor and buffs work now i wouldn't touch them at all because

for the simple fact that they are fair and balanced to population as a whole they are available to almost everyone who wants them

and uses them and there are enough alternatives to themsuch as food and entertainers and medics that most peeps can get some

type of buff or healing and be able to play the game or just talk with peeps. so when you start talking nerf this and that you have to look at the big

picture which is this right now the systems somewhat balanced because it allows all players to play the game it may not be the most rewarding

expirence but it does what its intended to do allow 90 percent of the player base to play the game at there own pace and thatsthe flaw in your

ideal it may be good for 10 percent of peeps in population but what about the other 90 percent ?
Knocky
Sun Sep 26, 2004 1:31 pm
#15






Thunderbyte wrote:

I would be satisfied with a buffing system that was based ona percentage of the players current stats. As it is now I don't mind buffs as they are either.







I too would be....ONLY if we can start buffing without spending out of our asses for rare resources.


Exactly as the Entertainers do....with zero resources.

Marzuk147
Sun Sep 26, 2004 2:34 pm
#16

Ive always thought that docs have too stringent a requirement on resources for what we do, especially with our low profit margin for most of it. I was talking to a smuggler today and he said he could use ANY quality of "ore, water, mineral" and was thinking geez, why cant doc crafting be that easy?

I am going to bet that the new system will be one of diminished returns (IE 500 health, 500 buff = 2x as good, 1000 buff = 2.5x as good, 2000 buff = 3x as good) along with no change to buffs themselves or resources required.

In other words, we are going to get the shaft.

Anyone see people paying 12,000cr for stat buffs that are equivalent 700 to every stat? I dont, mostly because people are used to them bieng 2000 to every stat, so when the buffs get crappier, people wont want to pay as much, and then there will be less doctors buffing.
Thunderbyte
Mon Sep 27, 2004 12:09 am
#17

I would be satisfied with a buffing system that was based ona percentage of the players current stats. As it is now I don't mind buffs as they are either.



         /                   \            
//| |\\ Kauri:
/// \\\ Really BadJack - Shipwright/Swordsman
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\//|/ /=======\ \|\\/ Radiant:
/|O|\ ///---+---\\\ /|O|\ Nabushin - Pistoleer/Commando
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th0mas
Mon Sep 27, 2004 4:51 am
#18

After a 4 page discussion, why do you abandon your old thread and create a new and completely identical second thread?

Yes buffs need to be readjusted, as do armor - but no your suggestions are not viable.
A % increase compared to original stats seems the obvious choice - but again... wait for the CB (tm)



Aefa Freesky / Areek Freesky / Aylana Freesky
(All Cancelled)

Co-founder of AE Medical
WoW - Shadowsong Server - Aefa - 60 Alliance Hunter
NikkiT
Mon Sep 27, 2004 5:17 am
#19



Knocky wrote:
ROFL
How many Docs will there be left if the Devs totally gut buffs?





Many. Because without buffs, people would die a lot. They would take wounds a lot. They would want to have a doctor in their non-solo groups so they can be rezzed if they die and healed when they have accumulated wounds from the damage they take because they could no longer wear 80% composite.

But that's a moot point. This will be addressed in the combat revamp and not a day earlier...



--
Noctew Wo-o, Medic (Combat Med / Carbineer) on Gorath
Di'ew Wo-o, Melee Officer (Chef / Fencer) on Gorath
"I tend to agree that it makes little sense to damage the experience for current customers for the sake of improving it for the many." (Raph Koster)
Marzuk147
Mon Sep 27, 2004 6:47 am
#20



NikkiT wrote:


Knocky wrote:
ROFL
How many Docs will there be left if the Devs totally gut buffs?





Many. Because without buffs, people would die a lot. They would take wounds a lot. They would want to have a doctor in their non-solo groups so they can be rezzed if they die and healed when they have accumulated wounds from the damage they take because they could no longer wear 80% composite.

But that's a moot point. This will be addressed in the combat revamp and not a day earlier...





You did read and understand what he said right? Let me translate: If the devs make buffs completely worthless, how many docs will be left?

Buffs do not effect the amount of wounds people get unless they are dieing hunting things they shouldnt be hunting. People dont really accumulate many wounds either (from a docs pov) as their stats are migrated mostly into mind. The most common health pool for example is 400.. can only take 399 wounds which frankly is not even close to a large wound. People will want docs in their groups when they can no longer solo sure, so that they can get "free" heals, buffs, and other meds of course.

Im expecting doc buffs to have the level of effect that is a bit less than chef buffs now do, which for most people means a gigantic nerf.
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