Doctor Archive

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

Rere
Mon Mar 21, 2005 8:45 am
#79







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.








My thoughts exactly.


We all knew changes to the profession were coming up. But NEVERto such extent.


I have a friend who keeps telling me that the reason I'm so upset about this changes (and especially abouthow they are removingbuff packs as we know them today)it's because "they moved my cheese" (an analogy to that Business book context). But that's not it at all. What pissed me off so muchand now simply strikes me as extremely disappointing is HOW they handed those changes.


From their recent released info on the CU it was pretty clear to me at least that no other profession have been as seriously changed as Doctors. They basically changed all about it, from the field part to the crafting. I really can't help but feel like they're creating a NEW profession that will fit their new "casual player policy" better without having any consideration whatsoever for those of us that have been crafting and just generally enjoying being a Doc for 6-18 months now.


I really can't help itbut to feel griefed by SOE. It's like they were thinking ... "Hey, casual players don't like to waste 5 minutes looking for a buff ... " ok, lets just remove them. "Hey, BEs have really a hard time making any money in the game" .... ok, let's just give them part of the Med crafting process. "Hey, crafting Docs have way too much money" ... ok, let's release those Resource Deeds 3 months after the CU so they can throw that money back at the Economy andnever manage to make it back once the CU hit the live servers.


Bottom line is, it seems they trying to fix too many of what they consider "problems" on the current game system at account of one single profession. And not only that, but for the EXTENT of those changes I feel they have been dishonest with the Doc community. We all knew buffs and armor would be rebalanced, tweaked down a lot probably. But so far what they did was rebalance the armors while REMOVING the buffs.


Bah.


Excuse the long post and the rant ... I'm probably just an old Doc feeling really grouchy right now.



Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

Sunakk
Mon Mar 21, 2005 8:58 am
#80



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.



_________________________________________________________________
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
_________________________________________________________________
diepa
Mon Mar 21, 2005 9:15 am
#81






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.





Yes your right 10% is a very small amount...oh what are they changing buffs to? I dont see the logic, players are running around in god mode do to 2k buffs, So the solution is to give everybody a permanent 2k buff. The problem is still there, just all the whinners will not have to find a doc to get buffed. I think a fairer system would be 1500-2000 health with a 500-1500 buff smaller buffs last longer larger buffs shorter. If it is implemented the way it is described now I will not be long for the game.
GentleBant
Mon Mar 21, 2005 10:18 am
#82

Add me to the list that is *really* hoping that doc's stims will still be better than what a player can use on himself AND that we will be able to heal others.


I am a very casual player (since having my little one, I'm happy to get in game 2-3 times per month), and in fact have not even finished mastering doc, yet. (I've been in game since the 2nd or 3rd day after launch, all along in the med field.) I play for the social interaction and because it's Star Wars. I've never played another online game like this, and am not likely to defect to another.


I enjoy doc because I'm nota combatant type. Not only am I terrible in understanding how and when to use attacks, but I'm just not very destructive by nature. I enjoy healing people, tagging along on hunts to help people out, and being a part of a group. I used to truly enjoy visiting with people in the med centers when they were full, healing and helping folks out, talking about this or that, and just trying to be helpful. I also enjoy trying to find and store good resources to make my meds, so that they will be the most helpful to those whom I play alongside.


For me, being doc has never been about money, or keeping an alt alive (don't have one), or grinding. It's about the playing, and the interactive nature of being with people I have fun with. I don't have time to stand around and buff people for credits, nor do I have the money to amass huge quantities of good resources to make meds and sell with; I just want to be able to keep having fun.


/crosses fingers


Here's to hope!
captenjonny
Mon Mar 21, 2005 10:58 am
#83

Still don't get it.

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!



Captain Jonny
Twitchie
Mon Mar 21, 2005 3:33 pm
#84

Well.........let's just say I'm very nervous about all this. I mean, aside from the combat changes (what the heck does a swordsman need 1-handed fencing for??) which is gonna kill me.......(I just gave up Fencer to get Master Brawler and some Scout), the changes to Doc are......um. Well. Here's my take:


1. They're raising the health level to 3000 for Elite masters. Does this include doc, or will a "fightnig doc" like me have to give up some Doc to meet the new prerequisites? I mean.........8 Brawler skill boxes per profession now, instead of 4. Dumb, dumb dumb.


2. The buff powers are gonna be weak......I mean, a 10% buff? On an elite, that's only 300 points, 100 on a beginner. Even at 20%, that's a pitiful amount. My feeling is that, unless they're really beneficial, most players won't even bother.


3. I think the timing of the new Vet Rewards and the CU is amazingly dumb. I feel for all the docs that got the free resources, or bought the crates, since as of yet, we have no idea if those rewards will even have any use now. Talk about taking candy from a baby......at this point, you would have been better off with a mini Jabba.


4. The devs seem to forget that there are "self sufficient" players out there, like myself, who built themselves up to be able to participate in two sides.......the fighting side, and the healing side. I'm in a pretty good sized guild now, but for the first 8 months of playing, my guild had 5 members, and I generally play late evening/early morning, when few people are on. The new prereq's will pretty much kill the game for me, and the main reasons I enjoyed it.


5. The idea is to get Docs out in the field, but with the rest of the CU, they've made it difficult, if not impossible, to defend yourself. Figure the docs will be most wanted on Krayt hunts, or other uber-spawn. Set the skill requirements for the combat skills so high that docs won't have a chance......dumb.


I do try to look at the good sides, though, so here's a few "good" points.


1. I totally understand complaints about rich docs. I've never had more than 1 mil in the bank, since I buy my packs. I don't use an alt (I can't afford two or three accounts, just coming up with the $15 for one account is hard some months). That's a whole different argument.......allowing multiple accounts to one user makes for a very uneven playing field. I'd like to see that option removed. *flame away*


2. Buff Bots will no longer be necessary, or really even useful. Considering what 'bots have done to both Doc and Entertainer professions, I see that as a very good thing.


3. Not allowing a Doc to also be a tank will push Docs back into med centers, where players can go to find heals. With the GCW "upgrade", this can only be a good thing. It's hard to find a doc to heal you, or even a doc that CAN heal you, right now.


One thing I don't understand.........why SOE would go to so much trouble to re-write the game, to such an extent that we'll all have to relearn it??? The reason most of us have played for 8-18 months is because it's a great game. It's different from WoW or EQ2 in so many ways, and it seems that they're going out of their way to make it exactly like the other games......which I don't like. Take even single-player games like HL2 or Doom 3.....yeah, major graphics upgrades, but the gameplay is the same format that made those games so popular in the past. Valve would have shot themselves in the foot if they'd made it so different that fans of HL couldn't play HL2 without a major learning curve. The way I see it, some changes should be made, but the majority of these CU "upgrades" are just plain silly, and changing the game WAY too much. Hopefully, the devs will be reading all the comments, and back off on alot of the changes. Otherwise, they're gonna lose alot of money, have a ton of unhappy, paying customers leave, and basically kill SWG.


Please, guys, back off on the CU. Don't alienate the players who made this game as huge as it is, us vets of a year or more.



& Twitchie &

Eclipse's Fattest Wookiee
Forget Maul, Sidious, and Vader.........
I'm terrified of Darth Razor.
@
Rere
Mon Mar 21, 2005 5:30 pm
#85







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.




Nothing worth doing is completed in our lifetime,
Therefore, we are saved by hope.
Nothing true or beautiful or good makes complete sense in any immediate context of history;
Therefore, we are saved by faith.
Nothing we do, however virtuous, can be accomplished alone.
Therefore, we are saved by love.
No virtuous act is quite a virtuous from the standpoint of our friend or foe as from our own;
Therefore, we are saved by the final form of love which is forgiveness.

~ Reinhold Niebuhr

TarMangani
Mon Mar 21, 2005 6:00 pm
#86






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...





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



GrimzKeeper
Mon Mar 21, 2005 6:38 pm
#87


I have 3 accounts, one of which is a Master Doc. My take on the this..well this has to be the worst Downgrade, i mean upgrade in the history of ANY game. If the changes are made as the way they are sounding, this is one less Doc SWG will have. everyone says this gives docs more of a role?? Where??? In combat... Where a Doc cannot do anything unless he/she picks up a combat profession. I have a Doc/Merchant and I know that WE AS DOCS will be Pissed ifwe have to drop skills to meet this new change and not be compensated for it. I have spent 40+ million on resources 100K+ stacks of the best Avian and Reactive gas on our server, Exp tapes, Harvestors etc... I have crates of buff packs made. Right now I mainly buff for my guild. Now to find out that it is all for not.... A little pissed I think we are allowed to be as DOCS. Why even have docs now in the first place after the CU. 20%?? who is going to come find a doc for a 20% buff.

Are current buffs crazy high,maybe, but look at it this way. (Now)Lets say for example you have stats of 1000 baseline to HAM. Doc buffs you for 2400 that equates to 3400. 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..... Buffs arent nerfed, they just took them away from the docs and made everyone able to have a permanent buff.Tactical advantage is what we have now with each person being able to customize their toons the way they want(HAM). Buffs add to that. Better the Doc Buff the better advantage you have in combat. So there is the challenge we as Docs have. Make the best you possibly can. Now everyone is Equal. No matter noob or vet.

Why spend the time/money and resources to make what a 20% buff... What benefit does a Doc have now. "OOHH go join a group and heal"... How many docs get paid for dropping a stim on someone??? Anyone??? I know I dont charge for healing... So how does a Doc make his money now that his crafting is now gone. I want to hear how the Devs are going to compensate those Docs/Medics whatever that have Millions tied up in items/resources from the resource deeds.Because If the CU is going the way it is going to happen, there is one less account Im paying for....and I dont think im alone there. Imagine if there were NO docs in this game because we all left. Who would complain then?? Dont mind me.. Im still pissed from reading the CU notes just my $.02

Message Edited by GrimzKeeper on 03-22-2005 09:44 AM




AleronPre CU Jedi Elder

LAW
TarMangani
Mon Mar 21, 2005 7:14 pm
#88






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.....





Horrible spelling aside, you make an interesting point here. I never saw it from that angle...


Regarding the rest of your questions, I think EVERY crafting doc is asking the same thing. Of course I already know what the answer is, we're going to be forced to take one for the team!



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



ArythBandar
Mon Mar 21, 2005 8:23 pm
#89






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).

ArythBandar
Mon Mar 21, 2005 8:35 pm
#90






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?
ArythBandar
Mon Mar 21, 2005 8:45 pm
#91






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.




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

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