Doctor Archive

Thread: Can we all please stop refering to the CU as the buff nerf?

Fremen_Feyadkin
Tue Feb 01, 2005 12:41 pm
#27






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.



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DarthMarksman
Tue Feb 01, 2005 12:51 pm
#28






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.





I mean besides buffing. Many docs complain that they do not go out on combat missions anymore with groups. This could change.



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DarthMarksman
Rifleman+Doctor+Teras Kasi+Pilot+Aspiring CH


Sunakk
Wed Feb 02, 2005 12:51 am
#29






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.




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Esiho
Wed Feb 02, 2005 1:37 am
#30



Perhaps this will temporarily subside your worries. Take a look at the recent postings concerning the armor changes they are presently working on. The posts detail how they intend to create a scenario where there would not be a one all purpose best armor but rather situational armor. Additionally it was stated that the doctor buffs would take more of a rock, paper, scissors approach. You could expect that the approach will be similar to what they are trying to accomplish with armor. For instance if you whore the most protective armor for a particular scenario you could expect your buff enhancement to be less when wearing such armor. Likewise wearing no armor, though allowing little protection, would allow for a greater buff enhancement. The enhancement would not remain static but dynamic being mitgated by other factors. Your buffs will still hold there present value and this creates a rock, paper, scissors balance systembetween protections and buffs. This is of course based on logical assumption from a programmers point of view.




In case I have lost anyone.

Example 1


Joe has a HAM of 500

Joe is not wearing armor

Joe gets a 1500 HAM buff

Joes HAM is now 2000 without armor

Joe decides to put on some medium armor that has a HAM enhancement cap of 900

Joes base plus the 900 cap equals 1400 which would be his new HAM value when wearing such armor.


Example 2


Same scenario with heavy armor that has a cap of 500

Joes ham would be his base 500, plus the 500 cap equalling 1000 when wearing such armor.


The idea will be to allow the player to balance there play with the introduced levels of protection.


Esiho

Message Edited by Esiho on 02-01-2005 02:38 PM

Message Edited by Esiho on 02-01-2005 02:56 PM



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Happymob
Wed Feb 02, 2005 1:46 am
#31

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.




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Obata
Wed Feb 02, 2005 1:26 pm
#32






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.





Unfortunately, the change doesn't affect buffing (I tested it myself on TC). Wound healing is MUCH faster, but buffing is unchanged.




Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
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