Doctor Archive

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

Kryxal
Sun Mar 20, 2005 5:09 pm
#66






Rowlyyk wrote:




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.






Who says? The Devs do. From the initial post in this thread:


"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 read this as stims being like the current stimpacks, except combat skill determines stim use, NOT medic, and nobody can use one on somebody else. This is the only damage healing mentioned.







...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
Eeliva
Sun Mar 20, 2005 5:16 pm
#67

Sort of makes you wonder.... If the SOE people are playing WoW to see what a successful MMORPG is, why then don't we all do the same? Then we certainly wouldn't have to worry about the CU screwing doc up.


SikrouDeco
Sun Mar 20, 2005 9:01 pm
#68

Pretty simple, Docs made tons of money, now they are spreading it around (SOE) so others can. Also it seems the day to day hanging out and socializing aspect of SWG is being nerfed, in that we are being pushed to be combatants. I will wait and see what transpires but I'm already disenchanted..

I have to pass this on, a relative was visiting and asked to see me play SWG, after a few hours and questions they remarked.. "Does SOE mean Sons of the empire?" I almost hurt myself laughing , but ya know what, hmmmm....LOL







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Barbarella
Sun Mar 20, 2005 9:32 pm
#69






QuiGonWindu wrote:

My $.02:


I've been a crafter/buffpack supplier for a year now, and it seems as though the CU *might* invalidate my primary source of income.


But, here's what we do know:


  1. people still need buffs TODAY.

  2. the CU is still a while off.

  3. cash is king.


So, I think I'm going to take the approach to sell as many buffpacks as I can between now and CU, and possibly hold off on any capital expenditures (i.e., 30k resource deeds). Personally, I feel that those with the biggest warchest/bankroll are going to be the ones in the best position to recover quickly and adapt to the changes.










AMEN to that!!!! I'll start crafting even more and sell the whole shabang. try to get like 100 mil before the CU. (100 mil is common on valcyn...


Vampyra (Valcyn)


chSoup
Mon Mar 21, 2005 12:49 am
#70

sound like to me a lot of people are going to drop there alt DR



SplAat
Secret Order of Ossus
Guild Leader
SOO / SOO-E Chief of Staff
Sunakk
Mon Mar 21, 2005 1:28 am
#71



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



Not sure why they only revealed the new prereq's for the elite combat professions, but there will likely be changes to requirements for Doctor as well. We'll just have to wait to see what changes have been made so that it's what the devs want to stick with. Someone who wants to be a Doc and Doc crafter and have a combat profession should have that ability, so that they can be viable to heal in battle. Otherwise they'd be in a very weak position to support their group.



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
_________________________________________________________________
Kabarra
Mon Mar 21, 2005 1:34 am
#72


I have been a MD since about 5 months after launch. I craft all my own meds. I am already reliant on two different class types to get the resources just to make the meds. And a third to get the clothes to make my meds better, and a fourth to make me use them better........

I think that is enough inter-class dependency for me thanks. I do not like the sound of the vague information they are passing out one bit.

Now with MD will it not be possible to even master a combat class? With two supporting skill trees to even get to a novice combat class needed...I don't see it happening if I want to stay at master doc.

Panicked...nope. Disapointed so far...yup. I love being a doc, always have. Making my own meds and then using them to keep myself and friends alive is what I choose this profession for. I do not want to have to rely on yet another class to make my meds for me. Not one bit.

So far the info that I have heard and read stinks like yesterdays diapers.



________________________________
TK-421 why aren't you in my pants?
Kryxal
Mon Mar 21, 2005 5:51 am
#73






Rowlyyk wrote:

You got me on that one, granted. But do you really think that the 10% stims an elite combatant can use will be the maximum that can be healed at one time in the game? Remember, I highlighted "higher level stims" so what about the "highest level" ? I am sure they are reserved for doctors.




It makes sense, and it's what I'd like to see ... but they failed to mention it. It could be a doctor ability to use stims on others, I suppose, and it's anybody's guess which stims would be useable in that situation.



...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
blacke
Mon Mar 21, 2005 6:21 am
#74



Rowlyyk wrote:


Kryxal wrote:


Rowlyyk wrote:

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.


Who says? The Devs do. From the initial post in this thread:

"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 read this as stims being like the current stimpacks, except combat skill determines stim use, NOT medic, and nobody can use one on somebody else. This is the only damage healing mentioned.







You got me on that one, granted. But do you really think that the 10% stims an elite combatant can use will be the maximum that can be healed at one time in the game? Remember, I highlighted "higher level stims" so what about the "highest level" ? I am sure they are reserved for doctors.


Also, note that they have a cool-down timer. What say that it won't have like a 2 min cool-down which means they will be dead by the next time they can use it, or close to it.

Just becouse they can heal themself, without novice medic, doesn't mean they will be anywhere near the effectiveness that an MD can bring them.

I think I have said it before (possebly someone else also), and I say it again: Wait for the proffesion specific CU-docs. Only then will we now how doc will realy change.






Tizzossk Dun'Daro -- Master Commando / Master Bounty Hunter / 0400 Carbiner -- Rebel Colonel
Katabhi -- future Pikewoman / Master CH

OHafi
Mon Mar 21, 2005 6:33 am
#75

Well it sounds to me like the docs will do the major healing and they can still buff somewhatbut they cant be pharmacists...


I do understand that many people hate logging in and having to find a buffer to kill low level mobs.


I do understand why they are doing this.


I may not like it but oh well. BE's finally get some love, so it cant be all bad.
RaybonerSix
Mon Mar 21, 2005 7:33 am
#76

I'm a Crafting Doc (for over a year) with the resources I gathered I can make the best buffs and stims on the server. I also spent a fortune aquiring a the tapes to be able to have 12 experimentation points. It takes a whole lot of dedication to watch the resource spawns and collect the good stuff. Also since nobody can gather meats in useful quantities alone I spent millions buying Hervibore and Avian meat. My main goal at crafting is the ability to make the very best stuff available not to make the biggest profit. So I don't have vendors in malls I just have some at my house and make custom orders for friends.

What I always thought was that Doctor was the only profession that was essentially selling their stuff to their own profession which is very much not like the other main crafters. So the change to move Doc Crafting over to BE is OK, for that give that the newenhancers/stims are actually useful and worth making (not like the Cheffood before the Chef patch). Also having Docs now play a role in mormal combat is something I like. In all other MMORPGs healer types are an essential part of every group, if that's what docs will be after the CU, yes it's a good change. Now for the dangers I see:


  • resources becoming worthless: Potentially all the time and money spent to get the best possible resources for my profession are wasted. That's a big frog to swallow. BIG ISSUE FOR ME

  • new medicines not being useful/popular: The crafting docs may be totally out of business if the new meds are as useful as the chef food before the chef patch.

  • What happens to my experimentation suit I spent 24Mio on? Can I convert them to BE experimentation or will the BE medical experimentation use the same skill tapes?BIG ISSUE FOR ME

Generally I'm not too concerned with the Doc changes, If people don't like it they can spec out of it, and I'm sure there will be new ueber templates after the CU. The biggest danger is the potential devastating nerf to the crafting part of Doc which is not as easily fixed by a respec. So far in this game no crafter profession has been nerfed, in contrast Chefs got a big upgrade and there were attempts to make DE and BE useful.






Eclipse: Cosmix Interference (dabbler)

FarStar: Ranu Cosma (shipwright)

FarStar Vendors in Ecaril, Tatooine 3562, -6927
Jirob1
Mon Mar 21, 2005 7:46 am
#77

bah. work again. grind and gather.. heheh it was so easy now.



Jirob Talshiar (Swordsman/Doc)
Risu (BE/Medic) - Jirobs new Slave (soon to come)
Darklen Talron (Light Jedi Knight)
--------------------------------------------------------------------------------------
no more boooffs - temporary closed due to CU
bounty-loki
Mon Mar 21, 2005 8:00 am
#78

* resources becoming worthless: Potentially all the time and money spent to get the best possible resources for my profession are wasted. That's a big frog to swallow. BIG ISSUE FOR ME
* new medicines not being useful/popular: The crafting docs may be totally out of business if the new meds are as useful as the chef food before the chef patch.
* What happens to my experimentation suit I spent 24Mio on? Can I convert them to BE experimentation or will the BE medical experimentation use the same skill tapes? BIG ISSUE FOR ME


yeah same here, i prolly quit if a worst case cu scenario hits.



lockiwee

Zabrak Master Smuggler

[Take your Medicine]


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