Doctor Archive
Thread: HAM and Buff Focus Thread
PsionicHawk wrote:
You keep referring to your investments. With any investment there is always risk, this is the equivilent of the government coming in and changing the laws. I'm not yet convinced that the market for Doc/CM resources will hit bottom so that you can't make money.
If you want to continue crafting after the CU, become a BE, if not you have MONTHS to prepare before this hits live, do what you will.
So saying investing in the stock market has risk, and that if a stock market crash is deleberatly caused, then its our tough luck.
Hmmm...
Do we have corespondents on our side or just PVSC (PlayerVersesSuedoCorospondents)
diepa wrote:As far as I have heard, everyone that left for EQ2 came back unhappy. Now in their infinite wisdom, they have decided to model SWG after EQ2.
Obata wrote:My take on it is pretty much the same as Texxie's and Marrow's. I hate it. As a Doc and CM now, I get to make my own tools to make me the best healer I can be. Yes, I am a meds crafter, but I have always thought of myself as a healer who used meds crafting to support myself. The medical professions are the only ones in which you can make yourself more effective in combat by crafting the best goods. I always considered the crafting to be my preparation for combat.It's not that crafting is getting moved to BE that I hate the most (though I do very strongly disagree with it). It's this line (from Blair's post):"Doctors will have enhanced abilities that are enhanced with the use of consumables called enhancers."Making healing a componentless ability is completely unacceptable. Not only are they taking crafting away from us, and giving healing abilities to everyone, and having the ability to use better stims be dependent on combat level, they are taking away the need for doctors and CMs to use any meds at all. That is what "enhanced abilities" means. They are turning the doctor profession into SWG clerics. I have NO interest in playing EQ, or any game like it. This is removing all my interest in playing SWG.
Not true. there are a huge number of people that left SWG that are happily playing EQ2. There are many people playing EQ2 that will come back to SWG after the CU because of Star Wars / Sci-FI preference over Fantasy.
SWG is the game hurting for player numbers ATM... IMO it is hard to separate the people that left for bugs fro mte peopelthat left because of game systems.. I know peopel that left for both reasons, I left for about half and half.
I liked the first plan for the CURB better then the current one. I feel the current one is too simple overall. I can see why they chose it though.
-T
Iago_C wrote:
What concerns me (excluding the pilliaging of the crafting line) is that I won't be able to go on any hunts with my guild anymore. Now, I can wear armour, and buff myself so I don't get instant-incapped, but when this monstrocity comes out, I'll be left with no armour, no buffs and a whopping 1000 points of health. Plus, in other documents, the mobs are said to be smarter, so where does that leave me, other than dead?
My thoughts exactly.
Where is the "fun" factor here?
My God, we're almost as useless as Ents now
Oh boy yep, I really pity the Ents, Healers have taken quite a hit in this design idea, but Ents definitely come off worse,. Like I said elsewhere though, misery loves company.
Gift.
Message Edited by Iago_C on 03-21-2005 01:17 PM
MataHairy wrote:
Texxie, your comments scare the heck out of me. I too grew me CM in the pre-buff, pre-armor days and loved it. I leveled my character over weeks, healing Kimo hunting parties on Lok (not in days healing tumblers in a med center). It greatly saddens me that these day aren't coming back.
Traigus wrote:
Not true. there are a huge number of people that left SWG that are happily playing EQ2. There are many people playing EQ2 that will come back to SWG after the CU because of Star Wars / Sci-FI preference over Fantasy.
SWG is the game hurting for player numbers ATM... IMO it is hard to separate the people that left for bugs fro mte peopelthat left because of game systems.. I know peopel that left for both reasons, I left for about half and half.
I don't doubt for a second that all of these changes are done in hopes of bringing more players into SWG. What I can't understand is how SOE benifits from taking players from EQ2.
I liked the first plan for the CURB better then the current one. I feel the current one is too simple overall. I can see why they chose it though.
I agree completely, though I think their reasoning is flawed.
I came to this game from D2 LOD about 7 months ago. In D2 I was big into the PVP aspect of it and never thought I would be hooked on the crafting that this game offered, but I was. About 2 weeks ago I finally acquired the remaining tapes I needed to become a 12 point doctor. Hurray!!! Now I could start crafting and selling meds from the resources I collected. Of course these weren’t just any resources. They were the best available to me at the time. And fortunately for Starsider there has been some really high end resource spawns in these past 4 months. I would go out to each planet surveying daily (thank god for JTL letting me jump easily from planet to planet). When something really great came up I was on it along with my other guild mate's lots. Millions of resources being collected weekly to ensure I would always have a very good supply for however long I decided to play the game. Now it would appear this might have all been for not... All the meds I have produced and am now producing might one day be as worthless as a broken datapad... So I guess if these changes do occur as many fear it will be the end of my SWG career.
It’s funny when I hear people say buffing has ruined the game. I will agree it is cumbersome task if you don’t have a doctor around to buff you but buffs haven’t ruined the game. There are still many places you can go where even the best janta powered buff won’t help you in a solo situation. Ever heard of the Death Watch Bunker, NS elder’s or Kryat dragon ancients? I am sure there are a few other places that can be listed for even the most uber player. These are the group hunts that I love to do with my guild mates. So DEVS don’t nerf us to compensate for the overpowered builds and buffs. Spend your time not coming up with nerfs for stems and crafters. Create myself and others more dungeons where we need 2700+ buffs just to enter the doors. Where I won’t feel confident having less than 10 people grouped with me. Because I know this, if the CU comes and I cant log on at 4:30am and just run out to the geo cave or go to the tuskin fort and kill with confidence then it will be pointless in my eyes because I am currently doing this now. It won’t be new or enjoyable to me to get pwn'ed by a dungeon I have done already.
On a side note I was disappointed when they came out with the vet rewards. With the 30k resource kits I felt robbed in a way for putting forth so much effort to collect the best resources I could even if it meant I missed out on something really good in the past. That is the true vet reward, the person who played and collected from day one. Not the person who could buy the most resource kits to obtain all these resources.
SinfulDoom wrote:
It won’t be new or enjoyable to me to get pwn'ed by a dungeon I have done already.
This sentence suddenly explains a lot... lol.
On a side note I was disappointed when they came out with the vet rewards. With the 30k resource kits I felt robbed in a way for putting forth so much effort to collect the best resources I could even if it meant I missed out on something really good in the past. That is the true vet reward, the person who played and collected from day one. Not the person who could buy the most resource kits to obtain all these resources.
The vet rewards were helpful in that it gave ALL docs a chance to craft decent pharmaceuticals. In the past, on many servers, the crafting market was cornered by docs that controlled all the best resources, (unless there was a new spawn), and premium resources were sold in very small increments at insane prices. Thus the vet rewards leveled the playing field.
Of course on the other hand it was all just a cleverly devised (and potentially malicious) means of draining the doctor economy by causing us to spend millions on resources that, mostly likely, won't be worth but 1/2 their original value after the doctor nerf takes place...
SinfulDoom wrote:
TarMangani I dont know if the lol was intended as ridicule or agreement to my statement. So ill just say it again in a different way. SOE give me new uber content to fight in high buff group scenarios. Dont tie my hand behind my back and say "go fight that chuba now."
Actually it wasn't the statement at all. It was you use of the word pwn'ed. That's a word that's circulating heavily amongst the younger crowd (turning 40 in less than three months so please excuse my crotchety ways) like my son and his friends so when I read it, it explained, in a small way, why your post was so...much. It just read like you were using a whole lot of words to say something simple.
Wasn't meant as disrespect...
I understand where you're coming from however, this change is going to be big for all of us...
Message Edited by TarMangani on 03-23-2005 09:06 PM
That word is used by most of my college students also. I understand "owned" but the substitution of the p for the o just confuses me... lol.
SinfulDoom wrote:
Well I'm 35 going on 16 maybe. lol Getting too old for these games perhaps. The word pwn'ed just fits into the catagory of online game lingo.I dont know, I'm just worried that my game play will be altered to such an extreme with the CU that I will loose the interest that has drawn me into SWG, crafting. But I guess we will all be let out of the dark within the next month or so. :/ *crosses his fingers and hopes for the best* I'm just very dissappointed that I am now at a point with my crafting to be producing some of the best Doc/Cm supplies on Starsider and it might all be wiped clean shortly.
MasterNerfSlayer wrote:
Post your thoughts here on the new system.
Health, Action, Mind pools
- A character's maximum health will increase with the character's combat level up to 300%.
- New character health will be 1000, maxed character health will be 3000.
- Players will be able to reference their combat level.
- Short term buffs will modify this health value no more than 20%.
- Long term buffs will modify this health value no more than 10%.
- Species modifiers will affect no more than 10% of a base statistic.
- The group UI will be re-worked so that you can see the buffs and de-buffs applied to other group members.
Message Edited by MasterNerfSlayer on 03-19-2005 11:38 AM
It looks like they're changing on inbalance for another. At least with the old buffing system, everyone had a fair shot (even new players--they start the game now with 75k credits...I if I remember correctly when I first started we had something like 5k or less).
Now, what might save the Doc profession is if the Buffs work like Dancer/Muscian buffs. No packs are required (which is fine, seeing how crafting is being taken from us) and the effectiveness is directly related to you're doctor level (Master Doc giving the max percentage).