Doctor Archive
Thread: ALL DOCs CU UPDATE!!!!!!! BUFF INFO INCLUDED READ READ!!!
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.
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...
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.
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).
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.
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?
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.
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.
Message Edited by NasherUK on 03-24-2005 08:58 AM
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.