Doctor Archive

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

Twitchie
Mon Mar 21, 2005 9:08 pm
#92






TarMangani wrote:





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...









That's my point exactly. From my personal point of view, I haven't made it a year yet, and I don't have the cash to lay out for "a backpack full" of these deeds. I'm guessing alot of docs don't.......unless you run a macro, or have two or three accounts. I know if I'd gotten one, I'd have converted it to the best resource I needed, crafted a boatload of uber-buffs, and been happy for awhile. Now, it seems that all that will be worthless........I doubt you'll need super resources to make "enhancement packs" that, by and large, won't get used. They also haven't specified duration.....they just say long and short. What's short.......the current 2:45, or only an hour? Maybe 3 hours? And only 600 points max.......man, that's about worthless. But, since they're simplifying the HAM bars, 6 stat buffs are useless anyway, so it'll be one "wham bam thank you ma'am" mini-buff. I can't see anyone paying for that, or crafters willing to lose their shirts on them. I mean, we're talking a complete revamp of the economic system here. I'm betting that stim C's will go for more than "enhancements" after the CU.


Heh.......get the doc back in the field. Say bye-bye to your doc/merchant, you won't be able to make anything to sell, and you won't be able to fight NPC's to get resources to make stuff. That's getting nerfed too.


I'll try it, but I'm not betting that I'll stay around. BE's will be getting the crafting money, dual Elite fighters will be getting the mission money, entertainers will be getting the mind buff money. Docs will be getting the scraps. Nice move, SOE. Real nice.




& Twitchie &

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Forget Maul, Sidious, and Vader.........
I'm terrified of Darth Razor.
@
GeetaBokken
Tue Mar 22, 2005 3:33 am
#93

Sunakk, first that was a reply to someone that had'nt been a crafter or doc and thought we were whining for no reason.

Secondly last time I checked you just don't "pick up" a branch of BE, if you have'nt played this game that much let me remind you that you need Scout and the Hunting tree to become novice BE and then the BE crafting tree, so49 extraskill points just to keep all crafting I have now with master Doc! Seems to me we are getting sqrewed royally by the devs. Not to mention my source of income if buffs only will enhance stats 10-20% (not many players will pay for buffs as weak as that).

So for quite obvious resons I don't like this part of CU being Doc!!


"If you on your journey should encounter God, God will be cut"
TarMangani
Tue Mar 22, 2005 8:16 am
#94






GeetaBokken wrote:

Sunakk, first that was a reply to someone that had'nt been a crafter or doc and thought we were whining for no reason.

Secondly last time I checked you just don't "pick up" a branch of BE, if you have'nt played this game that much let me remind you that you need Scout and the Hunting tree to become novice BE and then the BE crafting tree, so49 extraskill points just to keep all crafting I have now with master Doc! Seems to me we are getting sqrewed royally by the devs. Not to mention my source of income if buffs only will enhance stats 10-20% (not many players will pay for buffs as weak as that).

So for quite obvious resons I don't like this part of CU being Doc!!


"If you on your journey should encounter God, God will be cut"





This flies straight in the face of all those who have been telling us this will be a direct transfer of SP to the new column in BE anyway.


DAMN that's a ton of points!


Devs, if you keep the pre-requisites to BE the same, you're going to be screwing the crafting docs even more than originally noticed...





JEYHREL FOXAUMER
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Because sometimes being ruthless just isn't good enough...
Aspraven
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Earymi
Tue Mar 22, 2005 9:17 am
#95






ArythBandar wrote:

I'm a Master Doctor, Master Pikeman and with this new "upgrade" that will have to change. I like being a master doctor b/c I can buff myself w/o trying to find someone who can. I, also, like to play solo. I rarely enjoy playing with a group of ppl (unless my guild needs some help with something, or I'm helping a n00b player who just joined to level up). Now, it sounds like Master Doctor will only be usefull as part of a group. I don't want that. I want to keep my character the way he his and not have to deal with this idiotic new "upgrade."


<snip for brevity>Or, do to other profs what you did to BH and remove prereqs that don't make sense (like Unarmed from the prereq of smuggler and commando).


I really hate the feeling of starting a character, that I've had for over year, over from scratch!





I'm also Master Doc/Master Pikes, and after reading the info on the CU, all I can say is:


1) I'm totally confused and have no idea what the doctor profession means now, but I do have a guess. The whole CU system sounds like a straight translation from EQ-style games, and with that in mind, my assumption is that doctor will now be the equivalent of cleric/priest -- a healer bot in combat who is useful only to a group. Of course, that's a dangerous assumption -- but then, we've been given dangerously little information


2) Essentially SWG will be an entirely new MMORPG, which I'll have to evaluate as if it were truly a new game. I've basically stopped playing the current game -- I'll hang onto my accounts & characters until they unveil the new game, and will then have to make a decision about whether this new game is anything I have any interest in playing


3) Did you notice that Pikeman will now have a (totally inexplicable to me) requirement of mastering 4 boxes in unarmed? What in the galaxy does unarmed combat have to do with pikeman??? I had just enough skill points to master doctor & pikeman, and have basic scout skills. Unless they're reducing the pre-req's for Doctor, my character will be totally gimped, which also means starting from scratch. Yet another brick in the "this is an entirely new game" wall.





Earymi Iekia, Master Doctor, Pikeman
Arolena Eto, Master Droid Engineer, Master Artisan, Master Chef

Sunrunner
Visit McChottle's Fine Food & Drink, now in 2 locations
Dantooine, outside of Mining Outpost (-1022, 2868), Corellia, just 1km from Coronet starport (324, -3588)

GrimzKeeper
Tue Mar 22, 2005 12:48 pm
#96






TarMangani wrote:





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!






Dont know what you are talking about but spelling was fine. Rereading my post I found one small error in my writing because I was a little ticked while writing this and didnt fully read for content. I am glad though that at least someone does see what I was trying to get at. I just think Docs are getting thewrong end of the stick on this deal (Thus Far).




AleronPre CU Jedi Elder

LAW
Pelf
Tue Mar 22, 2005 1:36 pm
#97






ArythBandar 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.





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?



They're removing the Smugglers ability to craft Spices. It's in a document posted on the Smugglers forum. (But they can get spice by doing 'smuggling' missions.

_Dose_
Tue Mar 22, 2005 4:55 pm
#98

Ultimately, it looks like we will have to wait to see what this CU entails. I have been a doc (and always a doc) since the start of my account some 16 months ago because I felt the profession fit me as a person. I started to craft and found it rewarding. In no way do I do it solely for the money, hell I go right back to "broke" when a good spawn or any other chance to get a good resource comes up, i.e. such as vet rewards (that still hurts a little). I know I didn't spend as much as Rere or Nimh, but if even half of what we anxiously speculate comes true, then there will be no need for me or any as a buffer.



I guess it's just another natural evolution of things with the ultimate result being my end of playing SWG. I will find a new direction and game that more closely fits my needs without any spite. Yet, my farewell would be in protest to what seems to be the complete devastation of a profession. If fears resolve, then we will take a hit that I don't feel like trying to recover from and my adaptation will be involve a simple change of game. For instance, if they disable my 30 mill 12 point clothing and the 100 (+) mill in resources, then it's an even easier emotionless severing of the SWG addiction. Hell, now that I think of it, this may be some kind of intervention for me. Maybe the DEVS planned to kick the doc profession right in the groin for a good reason. I may be happy when the fog clears, see my time spent change and be free of the monthly fees at the same time. Hallelujah.


Well, I needed a reason to play Half-life 2 more.




In game name: dose. Leaving because of the three strike rule -
Strike 1: extreme nerf cu
Strike 2: newb database management
Strike 3: guinea pig symplex

Novalyn
Wed Mar 23, 2005 12:35 pm
#99






hawkes37 wrote:

Personally I abhor SP buffing but will probably be doing quite a bit of it in the next month or two. Oh well. Time to find a comfy spot on that Permacrete and keep the droid batteries stocked. Better to prepare now I say than get squashed by the white elephant down the road.







wow, its made me post on the forum for the very first time, so can't be bad


I was a crafter and buffer formonths now - til the sheer ennui of sitting in a starport ground me down.. and I went over to pure selling (with the odd guildy buff chucked in) .. I dropped all my combat skills and went for BE instead.... looks like I may actually have made the right decision for once.


I just wish we had more actual information about WHAT the modifications to the doc skills will be... at the moment, it all seems up in the air, and vague to say the least.


(off to sit in a starport near you, soon... well I got to get rid of 'em somehow)

Vacine
Wed Mar 23, 2005 3:34 pm
#100

Wow. Reading about the CU has left me with an upset stomach. I know, I know. Wait to see what is REALLY going to happen before flipping out. But, my entire gaming life has been about being a crafting doc. Now, I am faced with the reality that my online life is changing drastically. That is unnerving.


The glory days of my crafting days will be over soon. No more making 10 million a day on buffpacks and spending 2-5 a day on meat.


I guess there might be one good aspect. I might not be overwhelmed in "tell hell" every time I log in.


But, does anyone know when this is projected to happen?



Daxx Vacine - used to be a 12 Point MasterDoc/Rifleman

~~~~~~~~~~~~~~~~~~~~~~~
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NasherUK
Thu Mar 24, 2005 9:56 am
#101


Finaly we can do some combat without having to be all buffed up, cant wait


Everything relies on buffs at the moment, docs have the monopoly (without them theres no combat at all), glad to see that go.

Message Edited by NasherUK on 03-24-2005 08:58 AM

TarMangani
Thu Mar 24, 2005 11:08 am
#102






NasherUK wrote:


Finaly we can do some combat without having to be all buffed up, cant wait


Everything relies on buffs at the moment, docs have the monopoly (without them theres no combat at all), glad to see that go.





I have to agree with this part actually. Being necessary for combat is kind of inviting.


The crafting part still sucks though...



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



Kabarra
Thu Mar 24, 2005 11:16 am
#103


I have to say something about the 'all docs are rich...spreading the wealth' (paraphrased here) comments. I have never found myself

rich in this game. Not all the docs in this game are starport buffers yaknow. I did not become a doc to buff, I became one to heal...you don't make money on that, plain and simple. Most of the other docs I know are the same as me. I enjoy the hunt and I enjoy keeping my partners alive and in tip top shape, but I never enjoyed spending my game time sitting on my duff in the same place for hours. Which is why I do not buff. Yeah I did a few times, just to make enough money to buy some resources to craft more meds, but dear god the boredom and the idiocy was not worth it to me.

I am still not diggin the proposed doc changes one bit, not one. I think if this actually goes thru it will be the only time I seriously consider

dropping the profession that I have had for more than a year now....and without it, I do not see me staying in this game.

Yeah I know that information is limited and speculation is high as he!! right now.....but from the track record of publishes and patches....

I just hope to god they make it so the robotic limbs MUST be put on/taken off by Master Doctors. It's just blazingly obvious, but it will probably be an Image Designer thing. (no offense, just taking swg thinking into account. I love ID's. Who else has can dye an entire body of fur and not complain? )



________________________________
TK-421 why aren't you in my pants?
Abe1313
Thu Mar 24, 2005 2:26 pm
#104

The biggest problem I have with the changes is the skill points involved. Here's the way I see the main profs in the game breaking down after the revamp:

Crafting (from artisan): 92 skill points to master with easy ability to double up and have vendors (no change)

Combat (melee or ranged): 106 skill points to master with most double combos still possible (this is up 14 points from before)

CH: 106 skill points to master (no change, althoughI'm interested to see if this will count as an elite combat profasfar as their health goes - 1000 vs 3000 type of thing)

BH and Commando: 121 skill points to master(skill point requirements reducedby 48)

BE: 121 skill points to master and now they have 2 new customers in Docs and CMs (no change to skill points)

Ranger: 140 skill points to master (no change, althoughI'm interested to see if this will count as an elite combat profasfar as their health goes - 1000 vs 3000 type of thing)

Doctor: 140 skill points to master and will have significantly lesser abilities in the game (not saying whether or not decreasing their abilities is good or bad, just stating a fact to go with the skill point assessment)

Combat Medic: 169 skill points to master and will have to buy their products from BEs (no change to skill points)


The only way I can see to change this to balance it is to revamp medic so that there is a CM chain (equal to first aid now), a Doc chain (equal to diagnosis now), a Crafting chain, and some general medic chain required for CM or Doc (equal to pharmacology now). That way the skill point requirement for a non-crafting CM or Doc would be reduced by 34 (6 for master medic and two 14 point chains) to 135 and 106, respectively. The value of Master Medic would be something akin to the other novice professions (most people don't master the novice profession under their elite profession, but they aren't worthless either). Docs and CMs that want to continue crafting would have to find 29 skill points, but far less than the 49 they currently have to find (if I'm reading the notes correctly).



Azl'ra Ki'raaden (CL80 Medic / pre-NGE Master Politician / retired Master Armorsmith / retired Master Merchant)
Blizzard (CL80 prof TBD / retired Master Combat Medic / retired Master Doctor / retired Master Bounty Hunter)
119 First St (2326, -5540) in Pale'in Ma-Allesh, Naboo (Shuttleport Service Available)
Medic Products for sale in the Pale'in Ma-Allesh Medical Center
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