Doctor Archive

Thread: Doctors mind is our bane

D4rthReven
Sun Jul 03, 2005 1:45 pm
#1

yes if you run out of mind you will die healing classes are overly effective now and with publish 19 everyone has some doc or cm who pvps.

Cms abilities as well as smuggler are riddiculous and can be chained indefinitely. This is possible worse then kd/dizzy just cause your still alive everythings fine you just cant do anything.

As to what you say about jedi they arent better then any proffession other there running abilities ai cloak force run.

If you cant heal with the new mind costs and heal output you are an idiot we are OVERPOWERED not under.



Flagg...

has challenged you to a duel

TheTemplar
Sun Jul 03, 2005 2:02 pm
#2

Alot of general stuff there, but the relevant stuff was the mind cost. I don't see it as a problem. Mind is generated fairly fast out of combat by sitting and it is usually enough to get you throughone fight. If mind cost would be reduced even more the doc 4xxx tempalte would be almost unbeatable. If something I believe heals are currently overpowered for their cost.





«Diekid Murmalon»
We are warriors, born from the light
An army for freedom, defenders of life

HIGH KNIGHT OF HONOUR

Lorecatcher
Sun Jul 03, 2005 3:25 pm
#3



Edit: I now notice that you posted this exact post in many many forums, but I still plan to respond here - you customized the title for our forum, so I feel special....


I have to reply, I can't help it. And it's a slow day at work, so I have a lot of unused sarcasm built up....






Fatymia wrote:



i have been a GM for 21 years, i have developed roleplaying content for TSR and other company's, the game mechanincs of SWG are seriously flawed,and it is obvious that these Dev's dont know Roleplaying. here is the worst parts about this game.



I've been a player and GM for 12 years, and have developed roleplaying content for WotC, and a number of d20 publishers.

I think that in no way qualifies me to talk about SWG. But it's fun to say!




drawbacks

- xp loss for prestige class - JEDI - this concept is all wrong,instead of that is should be very difficult to get jedi.



That's one way to do it. And in fact, one I agree with. But SOE decided to make Jedi "easier" to get (the grind is still hellacious), and give penalties. I can see the reasoning there, especially since it's likely to drive sales. And if there's anything T$R knows, it's driving sales.




- 2 unbalanced factions



True to source. The Empire was the monolithic power. The Rebellion was the small plucky group of heroes trying to overcome. If they were balanced, it wouldn't be right with the universe. And I don't see anything truly unbalanced about it. A rough survey shows some servers are more reb, some are more Imperial. But having more Imps on your server doesn't really give them an advantage. They don't get extra turbo bonuses for having more players. They get cities, which are fun, but don't impact your individual PVP experience.

Besides, if you were to truly "balance" the factions, you'd have a waiting list.

Princess Leia: "We'd love for you to join the Rebellion, Ub3r-D3wd-666, but currently the Imperial armies are suffering a lack of enrollment after their faction armor was changed. Once another 253 Imperials enlist, we'll contact you."




- broken and bugged combat system. which affect alot of the above.



I dunno - I'm doin' pretty good. Bugged? Sure. Everything is bugged. TSR's stuff was bugged. WotC's stuff is bugged. WoW is bugged. My VCR is, on occasion, bugged. A few weeks ago, my tire got bugged, and I had to reinstall. It's a new combat system. In fact, similar charges were levied against 3.0 when it came out, and have been refuted, to keep the metaphor going.



- immature players.



I'm fully willing to support a maturity test before account activation. But I don't see it happening.

And I'd like to show you the character sheet for my half-aasamir fiendish feral gnoll paladin/assassin, if you don't mind. He's lvl 97 right now, but that's only because we started using Divine Ranks at ECL 100.



- unbalanced classes -ranged now outbalances melee, healing classes are horrible and not as affective. jedi,



The prestige class? Either Jedi should be more than everyone else, and then should out heal us docs, or they should be balanced, and that's a moot point.

And horrible is a point of view. I'm tanking 5+ cl 84 creatures thanks to TKM and my heals. My adrenaline buff is just icing on the cake.




combat medic,medic and doctor - mind cost on all are tooo much and should be reduced,if we dont have healers,we are

all getting the shaft.



It does seem that mind is decreasing too quickly. Was that the point of the entire discussion?

Sure, I'll agree with that - Hey, Marrow - did the mind costs/regen get adjusted significantly in the last patch? Because I find myself running out a lot more often than I used to, and I don't know if it's intended, or just an over-reaction....




- SOE advertises PVP by choice,CU mind will no longer be a achilies heal - GM lying about ground rules is a classic game breaker.



PVP isn't by choice? I have yet to be attacked when I was on leave by anyone but neutral mobs. Did I miss something?

Mind isn't the Achilles' heel any more. There is no "Spam headhit3 for teh win." A doctor now (aka still) needs to use mind to power their heals. If they are relying solely on their heals to stay up, they have shifted focus, and need to look at mind regen boosters. It's their purpose.

Sort like saying "Well, melee classes have to manage their health now - it's their Achilles' heel!"




- SOE advertises Become a jedi, but they dont tell people its THIER version ,not the version everyone else knows.



It is their version, cause it's their game. The r2d2 isn't the one I know either - the one I have just sits there, and never uses his rocket packs or anything. I'm not sure what you mean by "the version everyone else knows." Luke? We aren't all playing Luke Skywalker, then? I'm cool with that.

I agree, Jedi could use an attitude revamp. But it's all from a player side. So you'll have to convince the players to change how they play. Unless you disagree with the Force Powers trees, and then those seem fairly consistent with what I've seen in Ep I-VI, the comics, the video games, the EU, etc. Hell, consistent with West End Games and WotC's products in the SW Universe too.




- allowing other players to have a unsupervised content on another class/playerbase, very poor concept, and GM know's this doesn't work and eventually leads to a complete game break.



I'm not sure what that's referring to.



- not listening to player discussions - this alone will cause a greater dissatisfied player base. dont listen to one class listen to the entire player body.



The player base, as a whole, doesn't know what it wants. There are hot issues that a number of vocal people on the forums will gravitate to. Whether that's what the majority of the people want is uncertain. And sometimes, the majority of people want "Hey why isn't my favorite class the uberest there is?" So sometimes, a good Dev/GM has to step in, and make a ruling that benefits the game as a whole. If you disagree with SOE's rulings, that's fine, but I think someone that's not a player needs to make them. I'm right in there - I've been the /sign guy on occasion on other forums, when something happened that impacted my class. Sometimes, I'm proud to say, I was right on the money. Sometimes, I was joining a vocal group that got shouted down, and eventually we (some of us) realized that the changes would have been for the game.




-only 1 prestige class,this creates hatred for the prestige class,every "base proffession should have a prestige class:".

possible fixes -


-more prestige classes - gladiator -brawler

- military expert - marksman

- biotechnologist - medic

- inventor - artisan

- model/superstar - entertainer

- Survivalist - Scout





You mean like Brawler -> Swordsman/Pikeman/Fencer/TKA, Marksman ->Rifleman/Pistoleer/Carbineer, Scout->Ranger/Squad Leader/Creature Handler, Entertainer -> Musician/Dancer/Image Designer kinda thing?

Or maybe Medic->Doctor/Combat Medic/Biotechnologist (Sorry, Bioengineer)?



Message Edited by Lorecatcher on 07-03-2005 03:38 PM



"When all you have is a hammer, everything starts to look like a nail."
Skwall
Sun Jul 03, 2005 6:20 pm
#4

Sorry, but if anything mind costs should be increased. In a prolonged fight, the Doctor's mind is not an issue.



011010001010000010011001
000100111111110101000110
110011010010001111101010
010011100100111111010111
:Skwall|Blight:
Crimson
Kn|ghts


Fatymia
Mon Jul 04, 2005 12:15 am
#5



i have been a GM for 21 years, i have developed roleplaying content for TSR and other company's, the game mechanincs of SWG are seriously flawed,and it is obvious that these Dev's dont know Roleplaying. here is the worst parts about this game.


drawbacks

- xp loss for prestige class -JEDI - this concept is all wrong,instead of that is should be very difficult to get jedi.

- player versus player -while a ok concept there are to many template varients where the person fighting you can make it to where u cannot attack back.

- CombatMedic/BH template is a example of this. Paralayze can be stacked to where they can kill you,without you even attacking once.

- since this is a mmorpg lets look at customer service - we all know its almost non exsistent.

- 2 unbalanced factions

- broken and bugged combat system. which affect alot of the above.

- immature players.

- unbalanced classes -ranged now outbalances melee, healing classes are horrible and not as affective. jedi,

combat medic,medic and doctor - mind cost on all are tooo much and should be reduced,if we dont have healers,we are

all getting the shaft.

- SOE advertises PVP by choice,CU mind will no longer be a achilies heal- GM lying about ground rules is a classic game breaker.

- SOE advertises Become a jedi, but they dont tell people its THIER version ,not the version everyone else knows.

- SWG good concept,but horrible development GM team,cause instead of adding content or improving the game,they keep

downgrading classes.creating game altering bugs.now i do not want monty hall,but this game should be enjoyable for all proffessions.

- allowing other players to have a unsupervised content on another class/playerbase, very poor concept, and GM know's this doesn't work and eventually leads to a complete game break.

- not listening to player discussions - this alone will cause a greater dissatisfied player base. dont listen to one class listen to the entire player body.

- it takes good character to be a good GM, must understand the "base game rules" before undergoing any RPG,and SOE ignores 70% of them.

-only 1 prestige class,this creates hatred for the prestige class,every "base proffession should have a prestige class:".



Good points

-Visual's - great graphics

-character's - Completely customizable

-Player community structure - alot of great mature players(majority)

-multiple content - large selection of planets (could be more) but not complaining.

-Class selection

-equipment selection



possible fixes -


-more prestige classes - gladiator -brawler

- military expert - marksman

- biotechnologist - medic

- inventor - artisan

- model/superstar - entertainer

- Survivalist - Scout



this would allow for a higher level of enjoyment for all.



but as we know the Dev' dont listen ,but heh its worth a try.
Kakabus
Mon Jul 04, 2005 3:32 am
#6


Mind cost does suck for doc. Expecially when fighitng a CM that can hinder our regen rates. I wouldnt mind seeing mind cost reduction at the Master Level. Like 20% for Master Doc/CM 10% for Master Medic. That would surely be a quick and simple fix between the 4xxx's and Master Level. The exact number for the percentages isnt the point..It that at the Master Level you do have a inherant reduction of the cost to use your skill.
darmokVtS
Mon Jul 04, 2005 4:18 am
#7

A bunch of incoherent and partly completly wrong piece of junk, can I have the time back that I wasted on reading this generic whining?




Kope Sanisa, Medic / Imperial Pilot Ace
McGyver, Smuggler / Imperial Pilot Ace
Allanar Jansan, Commando / Freelance Pilot
After5CST
Mon Jul 04, 2005 11:08 am
#8






Lorecatcher wrote:



It does seem that mind is decreasing too quickly. Was that the point of the entire discussion?

Sure, I'll agree with that - Hey, Marrow - did the mind costs/regen get adjusted significantly in the last patch?



I'm not Marrow, but I've noticed the same thing. I've attributed it in my game to the fact the timers are shorter now, allowing heals to be spammed more quickly in combat ( causing a quicker mind drain ).


Overall, a very well-thought-out reply.

Marrow1
Mon Jul 04, 2005 11:46 am
#9

If my memory serves me the mind cost per heal did go down. It is just that the number of heals per time went up. So the net effect is that you can spam more heals resulting in a faster drop in your mind.


Over all I like the idea of having a mind cost and I like the idea of it being significant enough that you have to work around it (food, buffs, etc). It adds a bit of the planning back into being a Doc.


If the cost were not high then you could just spam heals endlessly and never be able to be killed in a 1:1 fight. By cycling Jab, Shot, Infusion you can heal more damage than about any one can dish out. Mind cost is there too keep a doc from having a "I cant be killed" button.







__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
JazzJaeda
Tue Jul 05, 2005 5:16 pm
#10



D4rthReven wrote:
If you cant heal with the new mind costs and heal output you are an idiot we are OVERPOWERED not under.




Quoted for great justice. I don't have a problem at all with the current mind drain. I only find myself running out of mind when I have to do nothing but heal (ie: Necrosis), but otherwise it's fine.



Kasu'mi Cho
Master Pikewoman
Master Doctor


My opinions are mine, and shared by nobody I know
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