Doctor Archive
Thread: Enhance Pack Variability Poll (Another Vote!)
If I really had to, I guess I'd live with #1...though, I have a suggestion (hopefully it's been repeated so more people like it
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Anyways, possibly as a master doc benefit (or evenas you progress along a tree such as medical knowledge), the variability could be removed or close to it, *but* allow us to buff high consistently. Given, most of the doctors that buff 'seriously' are probably master docs, but maybe this would be a way to combine #1 and #2, and throw in some meaning for a master doc or the little used medcine knowledge tree.
Incorrect.
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And I vote Number #2.
#2 ONLY ONLY ONLY if the buff equation is "buff value = (pack effectiveness) * 3" or a higher modifier.
otherwise #3
Tocran wrote:
You can chalk my vote up for #3 and let me explain why. If you make a good quality enhance pack with a base boost of 800+, that is the minimum you should be buffed for...not bad at all.But by allowing a random roll to give you a shot at 2600+(2736 is my current high), I'm willing to chance it to get a great one like that unless theyre willing to make the effectiveness increase enough so that I can still achieve monster buffs by taking the time to build a great product. I personally enjoy the gamble involved and let all my customers know that theyre getting a decent base boost with a chance for a monster buff.
Tocran
Then shouldn't your vote be #1?
Cause currently if your enhanced pack say base 800, then add your skill bonus it's true minimum is around 1000. But with variance you sometimes get LESS than that. Like 500ish with 800 base buff.
My understanding is that with #1 you never get less than base written on the pack (800 in this case) and I am hoping it meansnever less than "actual base"of 1000 counting the skill bonus.
Frankly I think Master Doctor getting 500 buff when it say base 800 on the pack is real buggy.
wynlyndd wrote:
If as part of making the master Docs feel special they introduced an enhance E, I would accept removing any variability. (#2)
Otherwise, #1
Really GOOD idea! But as it stands now, mine do between 1500 and 2k consistantlyand quite often up to2700+,with low 1k'ers rare.
So I think I will vote 3
Lexy wrote:
My opinion is this: all that will come out of this is the devs saying "Oh, players are getting buffed for almost 3k per stat? That's ridiculous, how are commando's and BH's supposed to one shot everyone if the docs are buffing them that much? Nerf!"
And then we will be stuck with 300-900 enhances with a D pack.
But seriously, we've gotten spoiled. Even the low enhance periodically of 800 is still an awesome buff! What else gives you 800 on a stat? Only like 1 food and 1 spice. We have it very good, don't go bringing attention to this and causing buffs to get toned down. my 2 cents
Too late. This poll is in response to our Dev specifically asking how we ant to handle the issue. To be clear he is NOT talking about a Buff reduction. He's talking about either a stright number or a lowered range. For example, let's say you make a Base pwoer 800 buff. Right now that might buff for anywhere between 800 and 3000. Averaging, say, 1900. So if we wanted to get this reduced it would either always be a buff for 1900 OR we might get the range reduced down so that it varied from, say, 1400-2400. No more buffs for only 800, but no more buffs for 3000 either, but you would have more consistency which can be an important factor in marketing buffs and you would STILL be averaging around 1900. No overall reduction would occur at all.
At any rate, you're not looking at a nerf. You're actually getting to provide direct input on the issue to the Dev who handles this.
#2 , I prefer to know exactly what will be happening.
Adding in a new Enhance E at master level would be double the benefit.
3)
because lets face it if they remove the variability they are probably going to take the current average value and put this as the fixed buff value and I don't want to be stucked with 1.4k buffs....