Doctor Archive
Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!
Kresh_Azzo
Sat Mar 19, 2005 8:55 am
#27
Actually I did find this as well -
"The only wounds a player can receive are health wounds. All other wound types will be removed from the game."
I would also like a fair and equal trade on wound packs, but do I really need 1000 health woundpack D's? LOL
"The only wounds a player can receive are health wounds. All other wound types will be removed from the game."
I would also like a fair and equal trade on wound packs, but do I really need 1000 health woundpack D's? LOL
Traigus
Sat Mar 19, 2005 9:02 am
#28
Kresh_Azzo wrote:
Actually I did find this as well -
"The only wounds a player can receive are health wounds. All other wound types will be removed from the game."
I would also like a fair and equal trade on wound packs, but do I really need 1000 health woundpack D's? LOL
Probably not, but with healing going back into groups, we may see a sharp rise in actual new healers you can sell to.
-T
Knocky
Sat Mar 19, 2005 9:19 am
#29
Suddenly I dont feel so bad about getting kicked out of CU alpha.
*deletes Knocky my 1.75 year toon and starts over*
*deletes Knocky my 1.75 year toon and starts over*
Kresh_Azzo
Sat Mar 19, 2005 9:48 am
#30
Traigus wrote:
Kresh_Azzo wrote:
Actually I did find this as well -
"The only wounds a player can receive are health wounds. All other wound types will be removed from the game."
I would also like a fair and equal trade on wound packs, but do I really need 1000 health woundpack D's? LOL
Probably not, but with healing going back into groups, we may see a sharp rise in actual new healers you can sell to.
-T
I have had yet another moment to think about the CU changes, and I am sure everyone is in a slight panic state at the moment. If you cant tell from my flurry of posts, I am as well. So here are a few more thoughts on the situation. I am not a crafting doc, I am basically a med center healer and a guild buffer mixed with a combat profession. The reason I originally picked up doc was to 1) hang out in under staffed med centers for a change of pace 2) fill a hole in my guild's profession structure and 3) have the ability to buff and heal myself without requiring a trip to a sp which may or may not have a doc on hand. Let me say that I love my role in the game. Master Doc remains the profession I am most proud to display. This aside, more on the upgrade!
1) Medicine crafters will not be nerfed by any means if SOE does this the way I think they are going to. Medics can already craft stims, so no loss there, and it sounds like they are moving high level medicines to the BE profession. I see NO REASON why this move will require any more than a column in the profession, which is the same as we already need to spend for doctor crafting abilities. The real loss here is your title, which would really break my heart personally if I had to give up, but the end result is still the same minus the ability to make your cake and eat it too.
2) I have never run a set of buffs in my life =). Most docs I know are either crafters or applicators. So, this makes me an applicator =/. I was thinking about running a set of buffs recently, but with the combat upgrade I will not be able to, which means I am going to be forced to continue to buy my product from crafters unless I want to lose my TKM master ability for the BE tree (which I will not do). the good news for crafters is that we will have to buy your stuff, the bad news is that you will have to lose your title.
3) I maintain that players will continue to demand 'enhancers' just as they do buffs. Players want an edge, and it will still be up to us docs and crafters to supply that edge.
My main concern (as stated before) is for existing inventories. Some of us have spent a long long time grinding credits to buy med supplies for application or resources for crafting. If SOE does not have a contingency plan for our stuff, then there is no way we can walk away from this without feeling completely robbed by the SOE diety.
Last post for awhile =)
Lomier
Sat Mar 19, 2005 10:21 am
#31
kingen23 wrote:
There isnt a crafting doc anymore, if you want to craft you need to BE. This is a sad day for all crafting docs, there just isn´t enough skillpoints for master BE/doc and some merchant skills. If you want to continue what you are doing you need a second account.
Wow, OK I guess my alt with Master BEwill be good for something else other than making tissues for my Master Chef (then again BE and Chef are probably going to get ripped apart also by this CU like my Master Doctor). Sounds like this whole CU is not just about addressing a number of major issues but is essentially changing the entire gameright from under our feet.
Message Edited by Lomier on 03-19-2005 09:22 AM
TarMangani
Sat Mar 19, 2005 10:53 am
#32
Kresh_Azzo wrote:
1) Medicine crafters will not be nerfed by any means if SOE does this the way I think they are going to. Medics can already craft stims, so no loss there, and it sounds like they are moving high level medicines to the BE profession. I see NO REASON why this move will require any more than a column in the profession, which is the same as we already need to spend for doctor crafting abilities. Last post for awhile =)
Because the column we lose for crafting within MD will be replaced by something else. Enhancers or something of the like. SOE won't allow doctors to become a three column profession.
Thus we'd need to give something up in order to pick up the crafting column within BE, combined with the devastating 15 SP cost to pick up any elite Novice block...
Skurr
Sat Mar 19, 2005 10:54 am
#33
excellent, excellent point Lom I was about to post the same thing. Up untill now Devs, Correspondants and SOE have insisted that the CU will be tweaks to the CURRENT combat system. But what they have essentially done is COMPELTELY REVAMP THE ENTIRE GAME FROM THE FLOOR UP. EVERYONE will have to relearn the ENTIRE game. And as someone posted earlier because the ENTIRE game is changing there will is bound to be major bugs, as is the history of SWG. When I first posted this i was like "cool fianally" and I as I read the CU information over and over again I am begining to realize that this might not be as good as it seemed. Once again untill more info surfaces we, the playing community will remain in the dark as usual, and in the end either get on board or get off.
puppykickeris
Sat Mar 19, 2005 10:59 am
#34
So if i understand this correctly....
You have to pick one path.
The Practioner = Master Doctor
or
The Pharmacist = Master Bio-Engineer
....Is this the correct assumption?
Kresh_Azzo
Sat Mar 19, 2005 11:09 am
#35
puppykickeris wrote:So if i understand this correctly....You have to pick one path.The Practioner = Master DoctororThe Pharmacist = Master Bio-Engineer....Is this the correct assumption?
Basically this is what I am getting from it.
Skurr
Sat Mar 19, 2005 11:24 am
#36
hmmm seems, based on the current CU information, to be correct. All they did was take the self-suffiency from Master Doctors and spread it out. If your primary goal was to craft medical items, instead of throwing swg out the window I would be in game now grinding out master medic and master bio-engineer. After the CU you will be in the same position as you are in now; make money selling medical items to Master Docs like myself that will use them in combat that hate crafting (I......HATE....crafting grrrrr). I have no intention to start crafting and I hate buffing. With that said (gets down on knees before doc crafters) Don't quit L33t Crfting DooDs!!!!!!....I need ya...
.
Message Edited by Skurr on 03-19-2005 10:27 AM
ArythBandar
Sat Mar 19, 2005 11:53 am
#37
I'm a Master Doctor, Master Pikeman and with this new "upgrade" that will have to change. I like being a master doctor b/c I can buff myself w/o trying to find someone who can. I, also, like to play solo. I rarely enjoy playing with a group of ppl (unless my guild needs some help with something, or I'm helping a n00b player who just joined to level up). Now, it sounds like Master Doctor will only be usefull as part of a group. I don't want that. I want to keep my character the way he his and not have to deal with this idiotic new "upgrade."
I'm also wondering how giving everyone with an elite prof 3000 health better? The entire idea of you're HAM was for it to be customizable. That way the difference btwn you and another character isn't based on how s/he dresses or looks. Buffs are great b/c they require the docs that are savvy crafters to come up with the best buffs they can b/c those who buy the buffs want the best. It's a basic idea of economics known as Supply and Demand. Now, with all buffs equal, and all health (for the most part), equal, then there is no incentive to make a better product. And, to top it all off, docs selling the same buff as another doc can sell their buff for a lower price. Eventually buffs will cost next to nothing and docs will make next to nothing from them.
I have a brilliant plan SOE. One that'll take you less than a day to impliment. Round everyone's Skill Points up to 300 and call that the upgrade. Or, do to other profs what you did to BH and remove prereqs that don't make sense (like Unarmed from the prereq of smuggler and commando).
I really hate the feeling of starting a character, that I've had for over year, over from scratch!
Attichetcuk
Sat Mar 19, 2005 12:10 pm
#38
I love being a doctor in-game. Being in the medical field in real life, naturally I gravitate to it in all the games I play. With my current TKM/Doc template, it has provided me with an outstanding mix of crafting/combat and support role. I am very disturbed to see that changing. I have thought for a long time that the medical professions have been off kilter in this game.
The main benefits, to self, for the massive expendature of skill points for a doctor have been....
Crafting of stims
Crafting of buff packs
Increased healing ability
Ability to buff
With the CURB, 3 of the main "self help" abilities are either being nurfed or completely removed from from the template. While I agree with reduction of buffs and the addition of no med use stims, the rest of the changes are unwanted. The "elite" skill will now be as useful as maintaining a master merchant. The only thing I see saving this profession and making it more viable is the removal of the combat medic profession. The proposal goes as follows....
2 paths are created both stiming from the Master Medic profession.
Path 1 = Master Doctor. Is a chemist and master of all things dealing with the the humaniod body. Can craft and use human stims, buffs, wound kits and toxic agents including disease and poison kits. Human effective only.
Path 2 = Master Bio-Engineer. Is a chemist and master DNA manipulater. A Vet. Can craft and use animal stims, buffs, wound kits and toxic agents including disease and poison kits. Animal effective only.
Both professions are very viable. Both professions have decent earning potential. Niether professionis has hollow as the proposed changes and can be obtained with the current skill point expendature. Of course current combat medics will be allowed 63 points to place in either of the two paths. The defenses and skill mods of the combat medic profession will be granted to each path. Any thoughts on this?
Attichetcuk
Skurr
Sat Mar 19, 2005 12:17 pm
#39
Even for the 20% buffs Im sure it will still be dependent on resources and the skill of the crafter. The whole point of the 3000 hp for elite proffesions is so that to play the game you dont HAVE to have some uber buff to play. This is a shift for doctors that are making buffs now for money. The shift is that instead of being a self sufficent crafting Master Doc to craft the best products, now you have to be Master Medic/Master Bio Engineer to continue to be that uber crafter. Its up to you to decide if you want to make millions after the CU. Doctor as of the CU will be a primary healing elite proffession instead of healing and crafting.
For those that are crying about lost money, if you read the cu update info it has been stated that Docs will be in need of CONSUMABLE (that means they will be needed again and again) Enhancers to use their new ablities and instead of you needing master doc to make good stims, now a medic/bio can make stims that everyone can use regardless of being medic or not. That means more people will drop the 15 points for novice medic to add to their combat template. That means for primary crafter a whole NEW customer base and probably more money for you after the CU then now.
Marines have always said that the best soldier in the heat of crisis is the one that is able to improvise adapt and overcome adversity. Those crafters that will rule after the cu wont be the ones so stuck on being a master doc that they cry and give up. They will be the one that take advantage of the respec of skill points and change their template.
The choice is yours. Make your move
For those that are crying about lost money, if you read the cu update info it has been stated that Docs will be in need of CONSUMABLE (that means they will be needed again and again) Enhancers to use their new ablities and instead of you needing master doc to make good stims, now a medic/bio can make stims that everyone can use regardless of being medic or not. That means more people will drop the 15 points for novice medic to add to their combat template. That means for primary crafter a whole NEW customer base and probably more money for you after the CU then now.
Marines have always said that the best soldier in the heat of crisis is the one that is able to improvise adapt and overcome adversity. Those crafters that will rule after the cu wont be the ones so stuck on being a master doc that they cry and give up. They will be the one that take advantage of the respec of skill points and change their template.
The choice is yours. Make your move