Doctor Archive

Thread: CU The death of docs

DoctorBill
Fri Apr 01, 2005 2:26 pm
#27

I agree the limits should be raised, there is no cap on slicing exp that I am aware of, no cap on any of the force exp's either, I have over 2 million in some of my force exp, so yeah, tone down the conversion ratio or increase our limits.



------------------------------------------------------------------------------------------------

IGN: BillyBongVII, Spacecase, and Spacecase'

Ships, Harvesters, Re-Engineered Ship Parts, Astromech's, Flight Computers, Droids, Spice, Resources, Vehicles of all typesand allot of other stuff, all at the shop formerly known as Billy's Med's

Located about 850m north of Bestine at -1091 -2828


TarMangani
Fri Apr 01, 2005 2:40 pm
#28






DoctorGriggs wrote:

Doctor was NOT nerfed. It has been given abilities and defenses we NEVER had before.

Now those of us that are doctors that like to play the healing role will FINALLY be useful again.

We were never meant to be billionaire crafters or buffbots.




Doctor went from crafting/buffing/healing to only healing. That's about 1/3 what it used to be.


How is that NOT nerfed?





JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Arryth
Sat Apr 02, 2005 6:02 am
#29



DoctorGriggs wrote:


Dymund wrote:
What ever way you look at it they have nerfed the Doc profession. There's a lot of talk in my guild about quitting the game and frankly I'm not surprised.
Mentet
Chilastra Master Doc





Doctor was NOT nerfed. It has been given abilities and defenses we NEVER had before.

Now those of us that are doctors that like to play the healing role will FINALLY be useful again.

We were never meant to be billionaire crafters or buffbots.




And those of us that liked to advetute and craft are haveing the rug ripped out from under us. This change to the doc prof mostly is negitive from whit I have seen so far.. I wont be able to tell for sure untill they open it up for testing.



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
Arryth
Sat Apr 02, 2005 6:08 am
#30


RotorofCorRng wrote:
This is killing the "immersion" factor for moi. The Bacta Shot w/o anything, it is like "poof" you are healed. No enabling device, not even a freaking bandaid looking gig. Nothing, "poof" done you are healed, praise the lord. I can only imagine what it will be like as I gain more "abilities". It is funny how is called a "Bacta Shot" but ya aint using any bacta.

It may not be much to some, but it means a lot to me. In a way I am glad I am testing it. Yes it is easier. Too easy, too magical, too cartoonish, too EQish WoWish.





What it is is "magic" dressed up as starwars, and should not be in this game. Give us back our craftables.. You want us to use bacta, call our craftables bacta.. dont give us some silly qusi magic ability.

Message Edited by Arryth on 04-02-2005 05:09 AM



Arryth, Master Pilot, Master Docter Retired
Taverain Dartain, Jedi Knight, Master Pilot, Commander of Rogue Squadron
Renador Dartain, Melee Master, Freelance Pilot, Lawless Pirate
Saursha Ship wright extrodenaire.
no9
Sat Apr 02, 2005 6:16 am
#31

Thanks for all replies, In hindsight I've might been a little quick in my comments. But Im still not happy about changing my favorite profession to the worse.

My comment that master doc leaves one box is wrong, In my example master doc AND a combat proffession leaves one box because I need the combat profession for protection. My bad

I still not see the point that ppl will ask for buffs or I can buff myself. Does it not say that buffs will give 10%??? and what is that IMO - worthless. The current buffs are not even good enough when I get jumped by a happy gang of stormies, and now they will be only 10%??? Well as somone said its not decided yet, Buffs need to be a major enhancement if theyre supposed to be useful for the user and the one offering them.

And for rez/poison/desease healing - I have never earned money on these abilities.

You can all tell Im not happy for these changes and it reflects in my posts, The CU is obviously a complicated matter and I have obviously still not the full insight of what will come.
Athela
Sat Apr 02, 2005 6:18 am
#32

Having played for a couple of days in the Test, I have to say I'm going to really like myhealer skills and will have alot more fun being a doc than I have since buffs appeared. It is so useful with the CU to have a healer of any kind in the group. You will gain alot of defense and offense in the doc skill tree asthey have it laid out now, so a doc will be a powerful, useful character. As far as the "magic" it is only an effect, and the healing animations have always looked like "magical heals" anywho.Frustratingly slow xp gain, but faster than working 2h sword in brawler is *ack*
Fellstaff
Sat Apr 02, 2005 10:47 am
#33






MyT_Chicken wrote:





UmmonPrime wrote:





MyT_Chicken wrote:

Well from the CU Notes, it sounds like they want people the "Stack"....only now its not just Defense...its offense also. I don't see why Doctor won't work with any other profession.






The new question is going to be, why would anyone want to pick up doc?





.....To heal? Cure Disease, posions, reduced revive....same reasone people should want to pick it up today...I dunno Thats why I'm keeping Doctor.




A TKM/Master Doctor is going to be even better in the CU. TKM's are tanks, a tank that can heal themselves is gonna be a real force.And it will cost less skill points than a current TKM/Master Doc. In fact its possible to be a TKM/Doc with BE crafting and come out about the same skill points as a TKM/Doc now.


But neglecting the benefits of other combat professions, doctors are certified for armor and get defensive bonuses. They're at the low end for damage dealing and damage mitigation, but they can heal better than anyone else and they ARE a combat profession. If you wanna be a buff bot, you can get BE crafting and sell your 'uber' crafted items or uber buffs.And if you wanna sell stims, one of the be schematics is a Stim-B that can be used by ANYONE.





---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
TarMangani
Sat Apr 02, 2005 10:57 am
#34






Fellstaff wrote:


If you wanna be a buff bot, you can get BE crafting and sell your 'uber' crafted items or uber buffs.And if you wanna sell stims, one of the be schematics is a Stim-B that can be used by ANYONE.





Has anyone noticed how so many people feel the need to explain to the crafters that in order to craft, they need to pick up BE, as if we weren't already very much aware of that fact???



JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Fellstaff
Sat Apr 02, 2005 11:01 am
#35






TarMangani wrote:





Fellstaff wrote:


If you wanna be a buff bot, you can get BE crafting and sell your 'uber' crafted items or uber buffs.And if you wanna sell stims, one of the be schematics is a Stim-B that can be used by ANYONE.





Has anyone noticed how so many people feel the need to explain to the crafters that in order to craft, they need to pick up BE, as if we weren't already very much aware of that fact???




Apparently some of them aren't. I've seen comments ranging from 'we can't craft anything' to 'we only get crafting in Medic', as if they didn't take the time to read posts here or look at the skill trees.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
TarMangani
Sat Apr 02, 2005 11:14 am
#36






Fellstaff wrote:
Apparently some of them aren't. I've seen comments ranging from 'we can't craft anything' to 'we only get crafting in Medic', as if they didn't take the time to read posts here or look at the skill trees.





Have you seen them in this thread?




JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Novock
Sat Apr 02, 2005 3:27 pm
#37

1. Why would doctors not make money? I would certainly compensate for the serotonin, the bacta shots and the adrenal shots.... why wouldn't anyone else?


2. Doctors have defensive mods folks. Yes melee defense from doc stacks with melee defense from pikeman or anyother proffession. The specfic defense won't stack like heavy weapon defense, carbine defense, pikeman defense etc.


3. Doctors will fill a larger role than simply being buff bots. Those who use the proffession solley for that purpose maybe a bit disapopointed but those who like healing, adventuring and playing the game other than buffing may not be as dissapointed as it wuold seem from this post.


4. Many non-doctors now will probably pick up the doc proffession in part or in whole due to having some nice skills.


5. You should really hold out final judgement until we can atleast test an elite proffession.


In the end you may drop doctor for CM or something entirely different and others will pick up doctor who before wanted more of a combat oriented proffession. I personally like what I see in the skill boxes and can't wait to test it as doctor is one of the potential template options I'm currently looking at.



Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

Windsoft
Sat Apr 02, 2005 4:59 pm
#38






RotorofCorRng wrote:
This is killing the "immersion" factor for moi.



I thought I would feel this way but, as I thought about it, all it really took was a small perspective adjustment.


The game seems to assume that characters have thedisposable trappings that go along with their roles.So a pistoleer may need to buy his pistol but he doesn't need to buy power packs. I haven't given this so much thought as to say where the line is but the paradigm has shifted and where meds used to be on the "must be represented" side of the line, they're moving. Its a little tough to get used to that idea for several reasons:


1. Real world bias.

2. Its not how things in the game currently are.

3. At first glance, it doesn't seem as FUN.


The first is probably the toughest to get over... and that's probably the crux of any 'suspension of disbelief' issues. The 2nd is pretty much the definition of a paradigm shift. The 3rd is something we can only handle by getting to play it out. It might not SEEM as fun but it might ultimately be LOTS of fun.


Also... I know the crafting is being moved to BE and this might be a small consolation but meds aren't NECESSARY... but they will be available. I'm sure the pistoleer analogy above fell apart as soon as you remember things like Power Ups. Well.. that's how I'm seeing meds at this point. They're cool. They help you. You'll want them on hand for special occacsions. You won't use them for utility purposes.





Darrian
RSO Command Council
(Scylla)
LarsStarhealer
Sat Apr 02, 2005 7:01 pm
#39

How does the fact that only doctors will be able to heal wounds, and getting melee and range defence going to kill the profession?
Page 3 of 4