Doctor Archive
Thread: Welcome back Heal Wars and goodbye to wookies, master doctors, nonmedic templates.
Episode 19
Welcome back mindbar. Goodbye Wookiee's (you are too dumb to survive combat) and welcome back Mon Calamari (who are smart enough to outheal everything).
Message Edited by MsNiL on 07-16-2005 07:00 PM
To be honest I am kinda on the fence regarding this issue.
Back in the day most folks just had N. Medic + StimB + Buffs to be healed up. Today you need 4000 Doc/CM + StimD + Food/spice. To me, at least this is progress. Today, you need to expend many more skill points to get a large healing bonus compaired to pre CU.
The question now is should you have to spend even more to get it? If the answer is yes then the number of M. Docs will go up but at the cost to other prof. You wind up simply shifting dablers from being M. Fight class + Dable Doc to M. Doc + Dable fight class. Of course this may be better for the Doc prof but is this really better for the game? I am not so sure.
Yes I would like to see some real healing bonus give to master. More importantly, though, I would like to see more need for the other lines in Doc so that by getting them on the way to Master you inherently add more value to getting master. The doc prof should not be a two skill (healing damage and speed buff) prof.
For example, if creatures started poison/diseasing then area cures would be a worth while reason to get master. If CM poison and disease pack more of a punch, again you would see more master docs.
So although I would like to see a bonus to master doc, I would not like to see that at the cost of the dabbler nor at the promotion of the bonus as being the sole reason to get master box.
Marrow1 wrote:
To be honest I am kinda on the fence regarding this issue.
Back in the day most folks just had N. Medic + StimB + Buffs to be healed up. Today you need 4000 Doc/CM + StimD + Food/spice. To me, at least this is progress. Today, you need to expend many more skill points to get a large healing bonus compaired to pre CU.
The question now is should you have to spend even more to get it? If the answer is yes then the number of M. Docs will go up but at the cost to other prof. You wind up simply shifting dablers from being M. Fight class + Dable Doc to M. Doc + Dable fight class. Of course this may be better for the Doc prof but is this really better for the game? I am not so sure.
Yes I would like to see some real healing bonus give to master. More importantly, though, I would like to see more need for the other lines in Doc so that by getting them on the way to Master you inherently add more value to getting master. The doc prof should not be a two skill (healing damage and speed buff) prof.
For example, if creatures started poison/diseasing then area cures would be a worth while reason to get master. If CM poison and disease pack more of a punch, again you would see more master docs.
So although I would like to see a bonus to master doc, I would not like to see that at the cost of the dabbler nor at the promotion of the bonus as being the sole reason to get master box.
When you can buy an entire profession's iconic signature abilities, with only 1/5 of your available skillpoints, then that profession is dead. Especially bad it is, if your profession is one of the four grouproles (healer/damagedealer/tank/crowdcontrol) allowing any dabbler to completely replace you and your characters actual role out there.
Right now, so easy access to powerful healings for just53 points, isto get 200 2h speed, 200 2h accuracy, Power Attack/Armor Breakand license for a Power Hammer for just 53 points, then saying "well, at leastyou must be master swordman to get berserk and critical strike". Or why not 53 points to get +100 harvest and the ability to track down everything in the game. Or 53 points to get all crowdcontrol abilities in smuggler+pistoleer together. Or 53 points to get cover/t-21...
This is basicly the exact same issue there have been with Jedi since the CU... Most Jedi go Master Defender and 4000 Healer, thus covering the full role as a tank and the full role as a healer within thesame template. Now we can just go 4000 Doc/TKM/Swordman and we have a good tank with high damage output and all the heals the iconic Healer profession in swg can offer.
The worst case scenario once SoE realise their mistake, is if they getrid of doctor like they did with master healer... Nerfing heals all together instead of making sure you had to be master to heal like you do now.
I am just a bit ticked off by the fact that they broke the combat balance in 3 months.
KupyiLabe wrote:
With all respect, what are you on about?
4 - 0 - 0 - 0 Doc is essentially as powerful as Master Doctor. The difference in Healing Efficiency is only 25pts making it so a food can easily close the gap.
There is no difference between the "Improved" and "Advanced" versions of Heals. Master Doctors have "Advanced" Bacta Toss & Jab, yet there is really no difference in their results. Just as people claim that they can heal for 1000+ pts with "Bacta Toss" because of the amount of Healing Efficiency they have, versus Improved or Advanced versions of those heals.
TenshiHanaKinu wrote:those that don't pick it up go "Nerf Doc, they heal too well" which will get ALL of us nerfed, even those who spend the points to master it.
The Jedi are already posting about how doc and medic need nerfs. We all know what happens when a Jedi or a BH calls for nerfs...
antares
I have fought a war regarding Jedi Healer 4000 being overpowered. If you mixed pre-pub19 4000 Healwith Defender you get a template that's almost unbeatable.
antares_Kauri wrote:
The Jedi are already posting about how doc and medic need nerfs. We all know what happens when a Jedi or a BH calls for nerfs...
TenshiHanaKinu wrote:
those that don't pick it up go "Nerf Doc, they heal too well" which will get ALL of us nerfed, even those who spend the points to master it.
I dont get why they are so extremely awful in creating balance... This is just like every character in Everquest or World of Warcraft had to have Level 2 Priest to be viable, and everything beyond that was pointless making real Priests meaningless and forgotten.
Why cant they make sure that someone who takes 50% of a profession gets 50% of their power, instead of taking 25% and get 95%. What happened to thoose stimpacks there was so much fuzz about.
In a game like SWG, as far as combat goes, there are essentialy 3 areas;
1. Damage
2. Defence
3. Healing
Anything else is trivial.
Now, you will have problems if a template can be built that incorporates (to a high enough level) elements from all 3 areas. If you can heal, then you should be lacking in defence or offence. If you can do alot of damage, you should be lacking in healing or defence. Its the classic rock/paper/scissors scenario that is needed for balance.
Currently it is possible to gain enough skills (via attachments and certain template builds) to be near the high end of the scale in all 3 areas. This is the problem we are seeing here.
There are limited ways to fix this and here are a couple ideas:
1. Increase skill point costs
2. Redistribute the modifiers so that there are just as many as now, but spread out through the whole profession and not just in one column.
much like TKA defense and IA? I would argee with that, but that essentially destroys dabbling at all which is an important aspect to the SWG gameplay, meaning anything less then master is very kinda useless. This is I guess a good and bad thing, It accomplishes what you desire but limits the amount of diversity possible for a viable template
da-bro wrote:
Its a general game design flaw involving all the professions and not just doctor or combat medic.
In a game like SWG, as far as combat goes, there are essentialy 3 areas;
1. Damage
2. Defence
3. Healing
Anything else is trivial.
Now, you will have problems if a template can be built that incorporates (to a high enough level) elements from all 3 areas. If you can heal, then you should be lacking in defence or offence. If you can do alot of damage, you should be lacking in healing or defence. Its the classic rock/paper/scissors scenario that is needed for balance.
Currently it is possible to gain enough skills (via attachments and certain template builds) to be near the high end of the scale in all 3 areas. This is the problem we are seeing here.
There are limited ways to fix this and here are a couple ideas:
1. Increase skill point costs
2. Redistribute the modifiers so that there are just as many as now, but spread out through the whole profession and not just in one column.