Doctor Archive
Thread: Can we all please stop refering to the CU as the buff nerf?
DarthMarksman wrote:
You know, the pessimists can say "buff nerf", but, let's say they change the buffs. I see it as an opportunity for Doctors and all medical personnel to play a bigger role. But, I'm an optimist.
Bigger role? Last i checked everyone had to see a doctor before they go out and fight. I can't speak for all servers but at least half of sunrunner are at least novice medics. The medical profs play a pretty big role.
Fremen_Feyadkin wrote:
DarthMarksman wrote:
You know, the pessimists can say "buff nerf", but, let's say they change the buffs. I see it as an opportunity for Doctors and all medical personnel to play a bigger role. But, I'm an optimist.
Bigger role? Last i checked everyone had to see a doctor before they go out and fight. I can't speak for all servers but at least half of sunrunner are at least novice medics. The medical profs play a pretty big role.
Happymob wrote:
But consider the situation if buffs were nerfed, but crafting requirements became simpler (perhaps a single pack for all stats) and applicaiton requirements were reduced (perhaps 15 seconds per person for all stats). In this case, buffs are less useful to the end user, but they also are cheaper to produce and more importantly faster to apply. Some people avoid buff lines because they waste time. But if the line moved much faster, then more people would pay, say 5K a person,in order to get the new, weaker buffs.
Right now on Test Center is a publish that includes reducing the time between wound healing by one third. This will directly result in faster buff lines for doctors. Not sure when this will go live, but hopefully soon. Entertainer buffs will take half the time,and mind wounds will be healed in a quarter of the time.
No need to wait for the CU for these changes. ![]()
Message Edited by Esiho on 02-01-2005 02:38 PM
Message Edited by Esiho on 02-01-2005 02:56 PM
One other note about a "buff nerf" - if buffs are nerfed, some of your doctor representatives will undoubtedly argue to simplify the crafting and application requirements of buffs.
If buffs became 20% as powerful as they are today (just throwing a number out there), yet the crafting requirements remained the same (i.e. two types of meat and a minimum of 9 factory runs to produce a single 6-stat set of buffs) and application requirements remained the same (~90 second application per person for 6 stats), this would seriously hurt the pure buffing doctor playstyle.
But consider the situation if buffs were nerfed, but crafting requirements became simpler (perhaps a single pack for all stats) and applicaiton requirements were reduced (perhaps 15 seconds per person for all stats). In this case, buffs are less useful to the end user, but they also are cheaper to produce and more importantly faster to apply. Some people avoid buff lines because they waste time. But if the line moved much faster, then more people would pay, say 5K a person,in order to get the new, weaker buffs.
Just remember that the CU isn't about tweaking specific formulas. The scope of the changes are much broader (as evidenced by the released information on armor). I'm not saying that crafting or application requirements will be changed, but I can guarantee you that we will fight to make sure everything about buffs will remain balanced.
Unfortunately, the change doesn't affect buffing (I tested it myself on TC). Wound healing is MUCH faster, but buffing is unchanged.
Sunakk wrote:
Right now on Test Center is a publish that includes reducing the time between wound healing by one third. This will directly result in faster buff lines for doctors. Not sure when this will go live, but hopefully soon. Entertainer buffs will take half the time,and mind wounds will be healed in a quarter of the time.
No need to wait for the CU for these changes.