Doctor Archive

Thread: Is it just me or does the CU sould like the destruction of DOCs and CMs?

Mustelafuro
Mon Mar 28, 2005 7:54 am
#40

Lets just wait and see what they give doc before we all freak. As the trees stand now, all I would keep are the first 2, get my poison/disease cures, fire and rez. Which to be honest, outside of buffing, is all I do that uses doc skills. Since we always run with a master SL, I don't worry much about states. I get drag and firstaid at medic, so doc really needs a change anyway. All master was good for was getting that extra buff bonus and crafting. Thats it. I hate buffing and will be glad to see it go. Nothing worse than right before a fight, having to waste precious stomach space on buff food.


Doc is getting hit hard, as is cm. But I'm not to worried about it. As a md/mcm, pvp is what I do, and it looks like I'll get to keep the best parts of both, and free up enough sp's to get combat and defenses to go with it. This is going to be great
Cafa
Mon Mar 28, 2005 9:07 am
#41

Whatever the case, let's hope that Docs don't start waving in the air and spouting spells. I did not come here to play EQ or EQ2.


Cafa Asia



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TarMangani
Mon Mar 28, 2005 11:05 am
#42






Fluke_SillyWalker wrote:

Stims , will beour backbone , but the economy wil eb flooded by them. Things need to be jiggle aroudn to make it player friendly , but everything in this game knocks on to eahc other thing.



I'm sorry, but my universal translater failed to interpret that...




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Beltegrity
Mon Mar 28, 2005 11:26 am
#43


Healing/Doctor/CM Changes



  • Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers.
  • Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers.
  • Enhancers are on a 1000 point scale - the higher the number the better.
  • The quality of Enhancer charges will vary per ability. We are aiming for an average of ~20%.
  • We are adding craftable stimulant packs (stims) that can be used by anyone. Stims are one shot consumables that require no skill boxes to use.
  • The use of the different stims will be determined by the player’s combat level. (i.e., novice players will be able to use the lower level stims while the elite players will be able to use the higher level stims)
  • Players will use stims by double clicking them. Each use will consume one charge. Each use has an associated cool-down time.
  • Stims can modify your health ~10%. You can’t use your stims to heal someone else.






I will have to wait and see with the new changes, but as it is being stated now, Im not too excited about them. And if the statement above is true for all players, then being a doc grouped in the field will be worthless as well. ./shrug










Beltegrity
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VemaGara
Mon Mar 28, 2005 11:31 am
#44

What folks fail to realize is just how much the docs have been nerfed over the last two year. The first nerf was a player nerf: probots and pets. Once they used pets as meat shields, the need for docs and wound healing plummeted.

The pet nerf did ease things up, but by this point, buffs, high-grade stim-b's, and armor had kicked in. Since then, both have come into their own, and demand for actual doctor play has declined.

At this point, doctors are down to crafting and buff-botting. At this point, I would rather take an uncertain change over the current system.



Dr. Vema Gara
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TWAM
Mon Mar 28, 2005 11:51 am
#45


TarMangani wrote:


Fluke_SillyWalker wrote:

Stims , will beour backbone , but the economy wil eb flooded by them. Things need to be jiggle aroudn to make it player friendly , but everything in this game knocks on to eahc other thing.

I'm sorry, but my universal translater failed to interpret that...





Rely on stims for an income, though there will be a number of them already (as everyone can use them). Everything in SWG relies upon something else, and this is just making Doctor more reliant.

If you want to do crafting, healing, and combat, you're asking for all three parts of the game. The skill point changes they're making will make it interesting to see what exactly you can do. Though, it's just up to each individual to decide on what they want to focus on. Essentially, they're moving crafting and combat far apart on different sides of the fence - you need to decide. Apocolypse isn't coming, play the game as normal for now and wait for more information. Assumptions won't get you very far.

Message Edited by TWAM on 03-29-2005 06:53 AM



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Fluke_SillyWalker
Mon Mar 28, 2005 11:52 am
#46



TarMangani wrote:


Fluke_SillyWalker wrote:

Stims , will beour backbone , but the economy wil eb flooded by them. Things need to be jiggle aroudn to make it player friendly , but everything in this game knocks on to eahc other thing.

I'm sorry, but my universal translater failed to interpret that...





Troll, Sorry I rushed had to go to a Football match.



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*edited by admin*Change is the law of life. And those who look only to the past or present are certain to miss the future.--J.F. Kennedy
vortexala
Mon Mar 28, 2005 11:54 am
#47






Cafa wrote:

Whatever the case, let's hope that Docs don't start waving in the air and spouting spells. I did not come here to play EQ or EQ2.





Read the post by blair more closely. The line about 'enhancers' is what I'm referring to. Healing will become ability based, with the meds being 'optional' and only there to 'enhance' your Healing Ability.



As for the 'Stim to heal themselves only' line, that is for the combat characters and their new self-use stims that they can use without any medical ability and in fact, get better at as they progress in their combat template.


Docs, CMs and Medics will still be able to heal other people though.







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TarMangani
Mon Mar 28, 2005 11:57 am
#48






VemaGara wrote:

At this point, doctors are down to crafting and buff-botting. At this point, I would rather take an uncertain change over the current system.





I'd rather have them make the change but keep crafting....



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Beltegrity
Mon Mar 28, 2005 12:09 pm
#49







vortexala wrote:





Cafa wrote:

Whatever the case, let's hope that Docs don't start waving in the air and spouting spells. I did not come here to play EQ or EQ2.





Read the post by blair more closely. The line about 'enhancers' is what I'm referring to. Healing will become ability based, with the meds being 'optional' and only there to 'enhance' your Healing Ability.



As for the 'Stim to heal themselves only' line, that is for the combat characters and their new self-use stims that they can use without any medical ability and in fact, get better at as they progress in their combat template.


Docs, CMs and Medics will still be able to heal other people though. Oh ok, that is cool then. That 'Stim to heal themselves only' had me a little worried. Thank you for the clarification.










Message Edited by Beltegrity on 03-28-2005 11:12 AM







Beltegrity
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Kabarra
Mon Mar 28, 2005 12:17 pm
#50


I think what I am missing here is the 'why' of things. Why take away the ability of crafting meds from doctors? Why then give that ability to make doc meds to BEs? Don't they craft enough and have enough tedious work to do? I enjoy the crafting side of doc, always have. Doc is my main and has never changed since after launch. My combat professions have changed time and again, but I have always been a doc. So tell me WHYis itnecessary to take away medical crafting from doctors? This (half) information has me more upset with the CURB then knocking buffs down and reducing the HAM to basically one bar. Buffs needed a kick in the pants yes...the crafting of meds did not need changed nor reallocated to another profession. How many classes do I, as a MD, need to be reliant on before 'the powers that be' are satisfied? How gimped in the field of battle do I need to be for 'the powers' to be happy? I see no good coming from this at all.

Tell me why before the CURB hits. CURB is Combat Upgrade ReBalance. Is crafting considered combat in need of a rebalance? Where has crafting come unbalanced? I just don't see the necessity for all this at all. They are reinventing the wheel when all that is needed is a tire change.



________________________________
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Kabarra
Mon Mar 28, 2005 4:06 pm
#51


Right now, in order to play the game the way I enjoy, (actually a combat medic, fight and heal)I am reliant on: Scouts for the meats, artisans for inorganics, chefs for the food and drink, tailor for the clothes, archi's for when I am told of a good spot for resources and storage adn crafting station, armorsmith to make me some wook armour (thanks bossmaniac for my last 2 suits!) weaponsmith, droid engineer for the crafter droid. Don't count the weaponsmith because just about everyone relies on them, gotta count the armoursmith, tried finding wook armor that's any good lately?


So how many is that just to be able to craft the meds I use daily? Yeah some of this could be alleviated by picking up some scout and artisan etc. But I prefer to be able to fight along side the people I keep alive, not just be an ambulance with 2 legs. I am in no way uber in combat. I can just barely master one combat profession....think it leaves me one skill point. But you can argue that this is all due to my playstyle....but shouldn't a game support multi play styles? Especially a MMORPG?


You can also argue that this might all become null and void when the curb hits............so who the he11 knows. I dunno what all to expect.

Wait and see is the phrase of the friggin month right now.............



________________________________
TK-421 why aren't you in my pants?
Darksfallen
Mon Mar 28, 2005 5:12 pm
#52







Kabarra wrote:


Right now, in order to play the game the way I enjoy, (actually a combat medic, fight and heal)I am reliant on: Scouts for the meats, artisans for inorganics, chefs for the food and drink, tailor for the clothes, archi's for when I am told of a good spot for resources and storage adn crafting station, armorsmith to make me some wook armour (thanks bossmaniac for my last 2 suits!) weaponsmith, droid engineer for the crafter droid. Don't count the weaponsmith because just about everyone relies on them, gotta count the armoursmith, tried finding wook armor that's any good lately?



Point made, but no less than any other 3 in 5 on this server. And lets also remember that you are reliant on most of these by choice by not doing them yourself. In the hight of my gaming I was a Doc/TK/Scout/trading out artsan as I needed with scout. I did not need anything from anyone for my success as a Doc.


From your list above everyone is reliant on a Armorsmith, weaponsmith, droid engineer, chef, Doc, tailor, arch unless you are them yourself. So you aren't special here. Respectfully.


Interdependance in classes is a good thing in MMOs.

Message Edited by Darksfallen on 03-28-2005 04:14 PM



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