Doctor Archive

Thread: My god, The buffing system must be the worst out there...

Traigus
Fri Feb 06, 2004 10:43 am
#27

With the combat balance, there is always talk of changing the buff system, or tweaking it anyway.

The numbers on a fully buffed person (food + doc+ smuggler) are too high ATM in my opinion. Add in 90% composite, and the game is pretty unblanced. A lot of the correspondents have been chatting about buffs recently, so have a lot of players. I'm generally concerned that A-C buffs are pretty much unwanted by all. In the long run we have to do something about that.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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blackoutcl
Fri Feb 06, 2004 10:48 am
#28

I charge 1 cred per point of enhancement or 15k. They get what they pay for. If they complain about the buff, they go automatically on my ignore list. If they want a rebuff its the same price no matter what.


I like the variability of the buff system. I can use crap resources and make a pack with 700 and it will sometimes outbuff a pack i made that is 920. If there was no variability I would have to pay up to 15cpu for dolovite and class 4petro and the rest of the rare "good" spawn resources, good avian went for 30cpu recently. I would have to charge 2 creds per point of of enhancement if that happened. Keep the scammer like me happy





Vinaddar
Fri Feb 06, 2004 4:46 pm
#29

I very much favor a revamp of the buff system. The ability to overwrite a bad buff is a welcome addition we have asked for for some time now. But it is not enough. I wouldn't want to spend 10 charges of a high end pack to get 1 good stat buff for anyone--myself included. And nobody will want to pay 1-2k per shot for me to keep trying, plus the already mentioned effect it has on our inventory--I prefer to use buffs in sets of 6 whenever possible to keep the packs even.


I like some degree of variable outcome to our enhancements, but the Min-Max range is far too great (as it is on many weapons IMHO).


A rebuild making the buffs go from (throwing out random figures just for the sake of putting a number out there) a multiplier of 1 to 2.5 at novice, to a multiplier of 2.5 to 4 at master would be good.


This would also allow for the enhance A, B, & C to go away or be redone as they are all but worthless now.


Vinaddar

Dredly
Fri Feb 06, 2004 11:37 pm
#30

First I would like to state that I am currently master doc, second I would like to state I'm dropping the crafting tree in favor of harvest, I despise crafting.... so I'll be using clothes to get to the 100 level and 90 med use.


That being said I don't want to NOT be able to use D Packs. I think that would be crap. It is already based on med use. if I can revive somone, cure disease somone then I should be able to shoot em full of steroids. I do believe that they should not be the same str and they normally are not as some exp had to go into usability instead of effectivness


I'm pretty sick of getting 1100 or below quality buffs, Its driving me crazy. when I pull 1100 and then 3300+ on the same pack that sort of get annoying very quickly. I would definately like to see the fixed percentages or a much smaller randomized scale. As for the percentage thing that would suck very badly for me. Since I can't heal my mind my only choice was to put everything i had into it, the rest of my stats suck without buffs. I would like to see the base heal * mutlipler type thing... put into practice. would be nice
Mejowepra
Sat Feb 07, 2004 1:56 am
#31

IMHO the current buff system allows for too low stats rather than too high. Perhaps not the case in PvP, but a majority of all players do PvE and there, 3-4k ham is often not very much. Many mobs hit for 1k+ even without using specials.

Of course, the goal of SOE is to force grouping - I think the "combat pass" will be an overall nerf of everything including our buffs. I will wait to pass judgement until I see it of course, but it wouldn't surprise me if it makes the game entirely pointless and boring to me (being forced to group to kill anything interesting for example).

Personally I vote for Enhance E's with power similar to Stim E's (1000-1200 range or so) and med use 1000.

[wildly out of topic]
Also, need I say this - wookiee's should get either armor, "builtin" armor and resists or massive HAM bonuses as they advance in levels. To compare to any other player we should get probably max out at around 5-10k base HAM (all primary stats), unbuffed - then we would have a reasonable chance in PvP...
[end oot]




Mejowepra: Final Spec: MD/MTKA

chipper1701
Sat Feb 07, 2004 8:36 am
#32

the buff system is terrible as it stands atm i have been making effectiveness 640 stims not very good i know but this is what really pisses me off for instance


guy 1 gets buffs


strength: 1400


constitution 1800


guy 2 gets buffed


strength 687


constitution 745


this is off the same pack ffs, how can they allow a system with such a ridiculous amount of variance, guy 1 is pretty chuffed obviously, guy 2 is pretty pissed off for gettin **edit** buffs and who can blame him when his m8 got well over double, i end up telling the guy just to pay me 4k cos i feel like a **edit** also that guy probably wont bother getting buffs off me again so ive lost a potential customer this happens far to regularly and i hope its going to get addressed real soon cos its starting to annoy not just me and probably many other docs but people who pay for the buffs.


im glad you can remove buffs next patch this will go some way to addressing what i see as a major flaw of the doctor class but the whole buffing system needs addressing i can make an ehance pack B and probably get higher or at lease equal to those stats for guy 2 hope this is going to get fixed.





chipper master smuggler/pistoleer on the farstar server.
SauerSiggy
Tue Feb 10, 2004 1:49 pm
#33


876 power health buff, hit for 900 on a target with 0 BF (me and him), with a med 110 droid, and +174 in wound treatment.


I'm thinking the higher the complexity, the less chance it has of hitting well. When I started, my buffs rocked, but as my power went up, the actual buff strength went down. I changed from "all at once" experiemntation to "one at a time" because it yielded higher results. When you one-at-a-time it, has a much higher complexity than all at once, but a lower power.


I'll try this out tomorrow.


Message Edited by SauerSiggy on 02-10-2004 12:50 AM



Trucido Phasmatis-- Nerfed and cancelled

Sauer Siggy-- Nerfed and cancelled

TheBride--Nerfed even more, and cancelled even sooner.
Visun
Tue Feb 10, 2004 3:29 pm
#34

I don't know if this has been suggested, but why not add another experimentation factor to tighten the range on the pack? You could make a 2-3k range, but at the cost of duration and use/pack or you could go for power and duration, but at the cost of greater range.




SOE's catering to the carebear players has done more damage to this game than Jedi and CMs ever could.
Darth_Clownshoes
Tue Feb 10, 2004 8:06 pm
#35

I really hate the variable nature of buffs. I don't think it makes sense for something you're stuck with for potentially a long time.


Variance on heals makes sense because the random nature keeps you on your toes-- ie you can't count on a certain amount of heal every time so you can't use it as a constant when fighting. Variable buffs don't keep you on your toes-- they just piss you off when you get a really lousy one. Getting a 2k buff every single time is far more valuable than sometimes getting 3k and sometimes getting 1500, IMO, because you can then make gear and stat choices based on some expectation about what buffs will do for you.


Spice and foods don't give variable buffs, entertainers don't give variable buffs, so why do doctors?


Any of you who voted to keep the variable nature ought to be ashamed.
Emavi
Thu Feb 12, 2004 9:20 am
#36

The system needs a bit of tweaking. Personally I think the amount of buff you can give should be related to your level of mastery. Masters get the best and highest buffs. Dabblers get lesser buffs. Simple. Its all been stated before.. maybe something sensible will be changed.I dunno but Im not holding my breath

Traigus
Thu Feb 12, 2004 9:53 am
#37

Technically we have 2 stacking methods to make sure masters have the best buffs (or at least the best buff ranges).


+med use levels (limits level of buff packs).


and + wound treatment (limits rolls).


I nte long run, a master doc with BE clothes will buff the best. it may not be true for any individual buff.


-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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