Doctor Archive
Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!
Quandry wrote:
All i can say is my 12 point sute better not become useless. The game needs to change no doubt. Nothing from the term "Combat Upgrade" or "Combat Revamp" would lead me to think "Crap my Doctor wont be able to Craft anymore". The combat system was going to change. I think we all knew buffs were going to be weakened and we could suspect that the healing system would also be changed. Maby even think what we crafted would change...they announced a new ham system a long time ago. But the actual act of crafting changing was never even hinted apon. If i would have known a year ago when they started working on the "combat revamp" before it became an upgrade but after it was balancing everything about where i am in the game would be diffrent. I created a "life" in the star wars univers just like the box said. Now yet more grief...
Im extreamly upset. We might get a couple awnsers but like alwase the NDA will stay up untill moments before official launch.
blacke wrote:
Wait for the proffesion specific CU-docs. Only then will we now how doc will realy change.
Best advice for everyone right now.
blacke wrote:
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.
As TKM/MDOC/Mmedic with the left cver points in scsout so I can harvest.
SO....Without the crafting line will I still need Master Medic to retain master doc?
I do not understand why partial information is leaked like this. It is just annoying.
Of course on the other hand if I spent more time in real life than in the game I'd be better off.
Jeeeze!
QuiGonWindu wrote:
Now, assuming that you (like I) just have a backpack full of these deeds sitting around... and have NOT actually converted them to resources... I'm having a hard time understanding why they would "suddenly" [because of the CU] become worthless.
I would think that of anything that I still have in my inventory, the deeds are almost as good as cash, primarily because they allow access to 30k of "the best" of any type of resource. I suppose that if you were overcharged (say 200cpu or more) for it, you might have a problem... but I *imagine* that regardless of how the CU turns out, the "best of the best" crafters on a server will still be willing to pay top credit for those resources.
Will they?
Assuming you paid 3-5 Mill per Resource Deed. (Which seems it was the going rate for those in most servers) Are you really sure any other profession besides Docsthat were buyingthose to convert them to Avian meat will really be willing to spend 100-166 cpu for any resource from now on?
Particularlynow with the increase on drop rates and the new fat bonus for hunting in group with a Ranger. I honestly have serious doubts that you, me and all the other Docs will not take a huge loss on them.
QuiGonWindu wrote:
I would think that of anything that I still have in my inventory, the deeds are almost as good as cash, primarily because they allow access to 30k of "the best" of any type of resource. I suppose that if you were overcharged (say 200cpu or more) for it, you might have a problem... but I *imagine* that regardless of how the CU turns out, the "best of the best" crafters on a server will still be willing to pay top credit for those resources.
I think his point was since most of us didn't actually save them, but rather converted them to avian meat in order to make premium buffs, we're going to lose our proverbial shirts as these resources, though still worth credits, won't be worth the 3.5 to 4 mil we paid for them...
Message Edited by GrimzKeeper on 03-22-2005 09:44 AM
GrimzKeeper wrote:
Now if I am reading this right (after CU)if you increase your Combat skills you will have up to 3000 health. Add a 20% buff and you are at 3600. Anyone see a pattern here.....
SWG_Perkins wrote:
Is doctor really considered a combat profession? Though I am a new player, I thought Combat Medic was the combat medical profession (with area heals), and doctors were healers more out of the direct action (hence the need to be in a med centre, camp, or within droid vicinity, to heal wounds).
I'm not trying to start argument based on semantics here, I'm just curious.
Sunakk wrote:
Doctor is being revamped because it is considered a combat profession. Their role in combat is healer. Right now you hardly see any docs in combat, mostly because of insane buffs and armor.
Excellent point, SWG_Perkins! We're never meant to be out there in the field and healing everybody (though, the ablity to rez is quite nice to have). I, as a primarily, solo player had doc b/c it made sense for me to be able to buff myself and keep myself well healed while in the field, alone. I've tried that running around trying to heal everyone during a masive combat and it's not easy (constantly getting aggroed and having to deal with that while 3 or you're teammates are yelling for help...an area heal would have been perfect during those times).
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.
So, what does it do for Smugglers who sell that Neuron Pixy (?) stuff (supposd to give a quick, short buff for emergencies). I don't even use Muon any more, I wonder how the Smugglers are fairing crafting wise?
Yeah, that's my bad...see, I thought it was a great little combo and I enjoyed it. Unfortunately, the Fates have doomed me to not enjoy anything. Sorry about the crossfire
Ambiguous_Lee wrote:
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.