Doctor Archive
Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!
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.
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.
Message Edited by puppykickeris on 03-20-2005 05:33 AM
Message Edited by OHafi on 03-20-2005 08:58 AM
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
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.
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.
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?"