Doctor Archive
Thread: So we've lost the crafting tree what should we have as a replacement?
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Giftmacher
Mon Mar 21, 2005 9:12 am
#1
Well I'm feeling pretty sore about losing crafting, so I've been wondering what we might get by way of compensation. I was thinking that the up coming cybernetics might be a cool thing to keep the experimentation/crafting mini-game in Doc.
Docs could be part of the implantation process, producing/performing microsurgery on cybernetic implants. Also we could service existing implants to keep them working, thus providing a stable-ish source of income. (Lets face it we've never been a well tipped profession and the resources have to come from somewhere!)
Anyone any other thoughts? (I'm trying to be positive here.)
Gift.
DoctorGriggs
Mon Mar 21, 2005 9:16 am
#2
Giftmacher wrote:Well I'm feeling pretty sore about losing crafting, so I've been wondering what we might get by way of compensation. I was thinking that the up coming cybernetics might be a cool thing to keep the experimentation/crafting mini-game in Doc.Docs could be part of the implantation process, producing/performing microsurgery on cybernetic implants. Also we could service existing implants to keep them working, thus providing a stable-ish source of income. (Lets face it we've never been a well tipped profession and the resources have to come from somewhere!)Anyone any other thoughts? (I'm trying to be positive here.)Gift.
I am keeping my same template - master medic/master doctor/master CM/pistols 4. My thought is even without the need for the crafting trees the master boxes will likely provide some kind of bonus or incentive
Eskie
Mon Mar 21, 2005 9:19 am
#3
I would like to see profession requirements dropped to medic 4440 or x44x in turn, every combat prof is getting 2 lines of a starter profession as prereqs now, and it makes no sense to require a crafting branch if I wont craft, anyway. AS / WS / SW dont have master artisan as requirement, either.
DoctorGriggs
Mon Mar 21, 2005 9:31 am
#4
Eskie wrote:
I would like to see profession requirements dropped to medic 4440 or x44x in turn, every combat prof is getting 2 lines of a starter profession as prereqs now, and it makes no sense to require a crafting branch if I wont craft, anyway. AS / WS / SW dont have master artisan as requirement, either.
I am pretty sure our requirements are changing. Just wait and see.
SantosL
Mon Mar 21, 2005 9:35 am
#5
Even if they redesign our pre-reqs, would you really want to be a Master Doc without the injury treatment mods from Medic? This, assuming that the Medic trees stay somewhat similar (Injury Speed and Injury Treatment mods), wouldn't be essential for those Docs interested in going with the crafting, but healing Docs would be rather gimped without Injury skills.
But, for all I know, the whole medic tree is different, and my point would be invalid.
But, for all I know, the whole medic tree is different, and my point would be invalid.
tyrooAlien
Mon Mar 21, 2005 9:37 am
#6
man thats a really good idea make doctors part of the prostetic limb part and we could add cool attachments like blasters or rocket launchers. for combat you know or like for the dancers a lazer show tool or even something to enhance attack speed or healing speed. and strength increase strength or for mind implants we could increase the capacity of some1's mind like memory enhancement that only doctors can apply kinda likea dancer buff but you can put a mechanical mind enhancement on top of it kinda like a temporart ram card or something you get what im feeling personally ima go total mechanical 2 meta larms 2 metal legs and computarized brain just like lord nyax!! hahaha and light sabres sprouting outta every limb
DoctorGriggs
Mon Mar 21, 2005 10:05 am
#7
SantosL wrote:
Even if they redesign our pre-reqs, would you really want to be a Master Doc without the injury treatment mods from Medic? This, assuming that the Medic trees stay somewhat similar (Injury Speed and Injury Treatment mods), wouldn't be essential for those Docs interested in going with the crafting, but healing Docs would be rather gimped without Injury skills.
But, for all I know, the whole medic tree is different, and my point would be invalid.
I am assuming that - hence why my template will not be changing
Joryk
Mon Mar 21, 2005 10:05 am
#8
Well, I'm currently a TKM/Master Doctor/Scout 1000, and I craft my meds. I think I can keep Master Doctor and TKM, lose scout, and make my alt a crafting doc if I can't do it on my main due to lack of skill point. I will be annoyed if this is required due to lack of skill points, though.
Happymob
Mon Mar 21, 2005 4:58 pm
#9
Many of the CU testers, including myself, will be taking a very close look at the new "value" of our profession. We are losing crafting. Our buffs will probably be less useful. But we are probably getting some new stuff that hasn't been publicly announced yet. And it's quite possible our healing will be far more valuable than it currently is, since not eveybody will be attacking an unhealable pool.
It's too early to say if the new doctor skilltree is worth the skill point cost, but we'll fight the good fight if it's not.
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