Doctor Archive

Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!

Kniol
Sun Mar 20, 2005 1:22 am
#53






Skurr wrote:
Lol no more buffpacks. It sounds like all crafting will be done in the Medic tier and Docs are going to be advanced healers that have to use "enhancers" to use their enhancements. And instead of buff packs we can make stims that everyone can use not just docs, unlike with buffpacks. Lol go figure..... what do you guys think of this?

The health point thing is interesting. With me being a master rifleman, after the cu my base health will be the max 3000. In other words it would be unwise to dabble in different professions. Very...interesting. Very interested to see what will happen with doc as far as battle goes.

Message Edited by Skurr on 03-18-2005 04:30 PM




Not necessarily so, Grasshopper. :-> Blair said that your *Combat Level*, not your Elite Profession level, determines your maximum Health bar.


In other words, a brand new Master Rifleman will not have achieved the same Combat Level as an old-timer; methinks this new *Combat Level* may be something rated like the GCW or PVP rating.


But, time will tell.





Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
Kniol
Sun Mar 20, 2005 1:32 am
#54






diepa wrote:

So my question would be, Why will anyone ever be a doc again? If with no skillpoints you can heal yourself and medics do all the crafting and buffs are a max of 20%(why not just remove them completely?)? I have spent the last 2 months aquiring med exp resources and 30k resource deeds in an attempt to open a med vendor. With these changes all of that is wasted(even if this is months away) I am 99% sure that I will quit as soon as these changes go live. Finally the addiction to this stupid game will be over.







I believe Blain said that the stims will only heal up to 10% of your health bar per application. This would leave it wide open for a person to be buffed, even if only for 20% on a short term buff.





Kniol Kiodo
Master Shipwright
Master Droid Engineer
Master Artisan (PRE-Vehicle Patch)
Vendors at (4988, -3844), just 1000m N of Moenia, Naboo
Ahazi Galaxy
"Say what you mean. Mean what you say. Do what you said."
puppykickeris
Sun Mar 20, 2005 6:29 am
#55


Yea, because if im understanding everything correctly, they are just making doctors dependent on another proffession, like


Tailors are dependent on Bio-Engineers


Armorsmith are dependent on Tailors


Fighters are dependent on Armorsmiths


Merchants are dependent on Fighters


EVERYONE is dependent on MErchants





Its thier attempt to weave all the proffesions in on eachother. They made us too self-sufficent, so now we have to bend over, and take the Bio-Eng boot up the butt.





Bio-Engineer = Pharmacist


Doctor = Practitioner.






Man....damn Bio-Engineers are gonna make a butt-load of money.


Cant wait until someone names thier vendors "Pfizer" lol


Message Edited by puppykickeris on 03-20-2005 05:33 AM



(pre-CU) Dr. Danwain Liverpool, M.D.
(post-CU) Danwain Liverpool, Ph.D Mining
Anti-Hologrinding since 12/27/2003
"GOD no im not british, im bloody australian. For the Queen's sake look at me boomerang!"
CEO - Liverpool Enterprises
"We give you the supplies you need for everyday items"
OHafi
Sun Mar 20, 2005 6:57 am
#56


So basically does this mean my TKM/MD can drop the crafting line of MD, and take up the two handed swords (swords, for an unarmed proffession, yeah ok)TKM needs, but still stay master in both proffs?


HAHAHAHAHHAA! Prolly not.


Gee, and I was looking forward to CU...color me looking for another game to play.


And I have never said that before, because I don't believe in quitting just because of changes and the natural development of a game. But I have to say that these changes disgust me. Once AGAIN, the devs have concerned themselves with improving the quality of life for COMBAT professions and not those who craft or roleplay. I would like to start a petition to change the name of this from MMORPG ( Massive Multi-Player Online ROLEPLAYING Game) to MMOCG.

Message Edited by OHafi on 03-20-2005 08:58 AM

Elenia
Sun Mar 20, 2005 7:32 am
#57

So that doc's can still have something of an existence how about letting master docs/master BE have a free vendor?
Kryxal
Sun Mar 20, 2005 7:51 am
#58






puppykickeris wrote:


Yea, because if im understanding everything correctly, they are just making doctors dependent on another proffession, like


Tailors are dependent on Bio-Engineers


Armorsmith are dependent on Tailors


Fighters are dependent on Armorsmiths


Merchants are dependent on Fighters


EVERYONE is dependent on MErchants





Its thier attempt to weave all the proffesions in on eachother. They made us too self-sufficent, so now we have to bend over, and take the Bio-Eng boot up the butt.





Bio-Engineer = Pharmacist


Doctor = Practitioner.






Man....damn Bio-Engineers are gonna make a butt-load of money.


Cant wait until someone names thier vendors "Pfizer" lol



Message Edited by puppykickeris on 03-20-2005 05:33 AM




I have news for you: BEs don't make all that much money. I was a BE for quite a while, and additives are CRITICAL for Chefs. However, they don't sell well. A lot of Chefs simply make their own, often with an alt. Really, it's time BEs did make some money ... and it might be possible here, since stims and such are a widely-used item ... I think MBE will be the new "Master Doc" for crafting, though anybody with Medic can make their own items to an extent. Incidentally, Chefs just might use their BE alts to jump into the med crafting market, there's no telling...


I worry about current inventory, though ... I have an 11 point doctor, and prefer crafting to going out and buffing.


Here's a question, though ... if people now heal their own damage only, how does a Medic level besides wound healing? Also, what point to Doctor as direct combat support if you can't heal damage to keep somebody alive in a fight? I know, I know, NDA ... but isn't the information we received the vague sort of information that generates rampant speculation that the NDA was supposed to PREVENT!? It's just been switched to the classes peripheral to the CURB ... yet involved.


Message Edited by Kryxal on 03-20-2005 11:04 AM



...has mastered the Pilot profession

Kryxal Lightsky - Radiant - Cancelled Dec. 7
Kagami Lightingdark - Radiant - Cancelled Dec. 7
Kikuko Inoue - Starsider - Cancelled Dec. 7
Momoko - Radiant - Cancelled Aug. 22
KhamidEvir
Sun Mar 20, 2005 11:57 am
#59






OHafi wrote:


So basically does this mean my TKM/MD can drop the crafting line of MD, and take up the two handed swords (swords, for an unarmed proffession, yeah ok)TKM needs, but still stay master in both proffs?


HAHAHAHAHHAA! Prolly not.


Gee, and I was looking forward to CU...color me looking for another game to play.


And I have never said that before, because I don't believe in quitting just because of changes and the natural development of a game. But I have to say that these changes disgust me. Once AGAIN, the devs have concerned themselves with improving the quality of life for COMBAT professions and not those who craft or roleplay. I would like to start a petition to change the name of this from MMORPG ( Massive Multi-Player Online ROLEPLAYING Game) to MMOCG.

Message Edited by OHafi on 03-20-2005 08:58 AM




/signs the petition.


I'd love to hear the response of how this will encourage more roleplaying.





-----

Col. Khamid Evir
Force Sensitive
Rowlyyk
Sun Mar 20, 2005 12:05 pm
#60


Kryxal wrote:

Here's a question, though ... if people now heal their own damage only, how does a Medic level besides wound healing? Also, what point to Doctor as direct combat support if you can't heal damage to keep somebody alive in a fight?




Who says people heal their own damage (only)

The way i see it, everybody gets to use the equivalent of, say, stim A's or B's to heal themselves. Whereas Medics/Doctors will still be able to use the HIGH-END stims not only on themselves, but on others as well IN THE FIELD.

Everybody being able to use stims on themselves may sound bad to you docs, but I bet non-medics will NOT be able to use the really good stuff. It's more an emergency thing. They certainly won't remove the ability for doctors to heal others!

It's just a shift in the role of doctors, from crafters to BEs and from buffers to in-the-field healers...

Adapt, adopt, and get over it.



"For over a thousand generations, the Jedi were the guardians of peace and justice in the galaxy, and even now there are hundereds of them fighting on each side of the civil war." - Ben Kenobi ANH
GeetaBokken
Sun Mar 20, 2005 12:32 pm
#61

Not ever being a crafter and certainly no Doc let me tell you a couple of things, first a Doc buffs better with a droid then in medcenters, so ask the devs why that is and not what medcenters are for??

Second, not all Docs have or want to have a combat profession to go along with Doc, so what am I to do then, sit in your camp while you kill some beast to be ready to heal you after LMAO!!

The reason that not all have combat professions is that some have artisan for survey, vendor and other related skills that is just as usefull to a Doc and in the long run to YOU as we with those skills can get better resources tomake better buffs, stims and wound packs etc, but that concept does'nt seem to have entered your mind for one second just that we whine about the Major Change as u put it, well no one told me this change was coming when I started playing in September 2003 and since then have been building and refining my chars!

And now the devs just decided they can change the game as they see fit, they dont seem to have realized that we, not they play and its us that should ask for changes, not have them showed down our throats and be told to ask for seconds!!!!!!!!
puppykickeris
Sun Mar 20, 2005 2:53 pm
#62

Yah....


That and being a Doctor is gonna get hella expensive now.


If im guessing right, though...maybe the HEALING medicine will still be craftable by us, because we still have our medic crafting tree.


And the BUFFING medicine will be handled by Bio-Engineers.



HOPEFULLY this is the model. Because if not, and we have to rely on another class to PAY for our medicine, then its going to get too expensive to be a doctor. I mean, most of us hard-working clinicians that grind it out day in and day out in the med center HELPING people work off of tips. Now, if we have to burn our tips on the very medicine that we use, then....i dont see how we are gonna get by withoutcharging for services rendered.



(pre-CU) Dr. Danwain Liverpool, M.D.
(post-CU) Danwain Liverpool, Ph.D Mining
Anti-Hologrinding since 12/27/2003
"GOD no im not british, im bloody australian. For the Queen's sake look at me boomerang!"
CEO - Liverpool Enterprises
"We give you the supplies you need for everyday items"
echoHound
Sun Mar 20, 2005 3:20 pm
#63

Diepa wrote:





So my question would be, Why will anyone ever be a doc again? If with no skillpoints you can heal yourself and medics do all the crafting and buffs are a max of 20%(why not just remove them completely?)? I have spent the last 2 months aquiring med exp resources and 30k resource deeds in an attempt to open a med vendor. With these changes all of that is wasted(even if this is months away) I am 99% sure that I will quit as soon as these changes go live. Finally the addiction to this stupid game will be over.






/agree


Balor

TKM/Master Doc

Starsider



Balor
Imperial Colonel
TarMangani
Sun Mar 20, 2005 3:31 pm
#64




Diepa wrote:





So my question would be, Why will anyone ever be a doc again? If with no skillpoints you can heal yourself and medics do all the crafting and buffs are a max of 20%(why not just remove them completely?)? I have spent the last 2 months aquiring med exp resources and 30k resource deeds in an attempt to open a med vendor. With these changes all of that is wasted(even if this is months away) I am 99% sure that I will quit as soon as these changes go live. Finally the addiction to this stupid game will be over.






Isn't it funny the devs release these resource kits, knowing they'd sell for millions, all the time knowing they would change the buff system and make our the value of our commodities crash...


The end result is we're getting screwed really thoroughly here, the only real question is whether or not it was malicious intent? Not that it matters...


So thanks a lot devs, you gave us the resource kits so we would spend millions collecting them, and made their value plummet with your release.


To quote Elton John..."Can you feel the love tonight?"





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



Ambiguous_Lee
Sun Mar 20, 2005 3:51 pm
#65

If you read pcgamer apparently the head guys at SOE have all been playing WoW so that they can get their heads around what makes a good MMOR. Apparently this means crippling the doc profession so they rely on combats masters to survive and the combat types are glad to have us along for the enhanced healing. From what I understand this means combat master = solo and group and doc = group dependent. Bio-engineer is seemingly to be SWG version of crafter so we won't even get that. It's a shame as i had thought my pikie/doc combo would be the one getting the boost from the curb but now it appears to be nerfed. Well, i've gone and ordered MxO as that's my residual loyalty gone. Feel rilly sorry for all those crafting docs who've made it possible for me to buy what I want when I want so I've only ever had to buff guild without doing any resource hunting of my own.



yours

Aefich Anim
Master Pikey/Master Space fodder
Master Sarge and imp grunt
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