Doctor Archive
Thread: Hmm just read the whole of the cu
yep seen that before ,question is interupted as in stopped or delayed (difference between DAOC and WOW)
As your character progresses through the skill tree, (s)he will learn certifications for certain weapons and armor types. Until your character has that certification, you cannot equip weapons or armor of that type.
Now weapons i can understand (moving parts maintenece and general handling needs traning) but with armor not so sure about traning so much unless it includes some cybenetic enhancements
A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000
So health will be directly connected to your combat prowessmeaning you have to fight up the levels of creatures or you won't survivehence the elimination of buff packs(edit:started to type something because i'm feeling a bit grumpy ,traning to be a Doc so i can make buff packs for myself, now not much point).Does this mean that if you want to get a group together to go hunting the bigger nastier creaturesa novice marksman would be excluded because (s)he would be wiped out quickly because their hit points would be to low plus low grade of armor.DAOC did change this ,if a low lvl joined a high lvl group ther hit points and power went up accordingly but kept their same attack lvl abilities ie.same amount of damage as before
Species differentiation will be defined by different regeneration stats
So choose wisely at character creation screen becuase thers no going back (one of the things i like most about SWG is the ability to modify your character as you went along to suit your chosen proffesion that has just been completly thrown out the window)unless you want to start all over again.
I'm sure this has been said but here goes;
To be an all round doctor of making and using various pack you will need to dedicate alot of skill points to those three professions leaving little points towards combat skills so as to have low hit points if you want to go with a group to Fort Tuskan and such like to pretty nye impossible , a couple shots from a Tuskan riffle and you'll need a doctor (i hope i'm wrong about this)
- AI will receive a general upgrade.
- A hate system will be introduced to improve gameplay and make agro control more interesting and engaging.
- AI will be changed so that NPCs and creatures make use of Action and Mind pools. This will give players tactical AI choices that can prevent AI special attacks. They will also use the wind-up/cool-down system.
- AI will use special attacks including: healing, buffing, de-buffing, interrupting, and crowd control against players.
- AI will use both range attacks and melee attacks to challenge and engage the players with the new combat system.
I have to admit this does sound interesting putting NPC's on the same level as Players (almost) will make it more of a challenge
There are more things in the post but these are the ones that stuck out most to me.
In conclusion my worst fear is that SWG will become more like other MMORPG and start to lose it's individuality as being the kind of game that is diverse, not just the characters you meet but also the character you are and that eventually becomes all about fighting and not enough about the other aspects ,in this i mean Artisans; Architecs; Dancers; Musicians; Image designers;Merchants; Chefs;Tailors and maybe Doctors.
If the game loses this kind of diversity because to much attention is placed on combat i for one will leave because the whole element that so excited me about this game (other than it being Star Wars) will have gone and it will have become just another Hack an Slash type .I will persever ,I will try to embrace all changes good and bad for as long as the child (34year old child)in me remains happy with the game i'm playing,i will stay and long may the day come that i stop being happywith SWG.
Thats my ramble over for now May The Force Be With You All
At this point I really don't think I'm going to play after the CU hits, like you said, the unique attributes are being wiped from the game and it's really too bad. I play WoW, along with single-player games and such. I love Galaxies and WoW, both for different reasons, but it seems that the SWG guys are hell-bent on making SWG like WoW (and every other MMOG) and I'm sorry but as much as I love SWG if the choice is between SOE and Blizzard for a similar product, SOE will never get my dollar.
A character's maximum health will increase with the character's combat level up to 300%. New character health will be 1000, maxed character health will be 3000
The key word here is combat ,not everyone wants to major in combat ,i admit i've only been playing for a few months(not by choice as i have only recently managed to get an internet conection for my main comp dont ask complicted),so i have not seen all the problems in th past .But i am here now.
As i said only been playing a couple of months and have just recently broke into novice carbineer had the exp weeks ago ,actually maxed out the exp for carbines and combat but i was traveling a different road and no wish for mastering combat ,
During this time i always knew that if i wanted the excitment of combat all i would have to do is find some decent armour , spend 10-20k on buffs and away i go.With this new system can you honestly tell me it looks like that willeasy to do.
My main desire is to craft the best i can and every once in a while go on a mad hunt across Tatoinne or Lok.
Sunakk wrote:
The way I see it, the health pool rising as you level up in combat skills means that the amount of damage you can take will be consistant with the relative amount of damage you can deal with the specials and certifications available. Whether or not you fight a creature or NPC tougher than you can handle is a tactical choice, but you certainly don't need to fight Rancors or at the DWB to have fun. With the new HAM system (and balanced armor and buffs), content that is easy for anyone now will soon be a challenge again. I say 'bout time.
The thought occurs here as to what will happen to docs who want to craft and be a dedicated healer in combat,rather than fight and heal.It sounds like we won't have the HAM to offer adequate healing support for long, we could go high level dungeoneering and spend most of that time dead. Certainly we won't even have the armour to improve suvivability now, all it takes is one wrong agrro and it's all over for us.
Gift.
Transig wrote:
Im not asking to be as great at combat as master combatants be have the chance to do my chosen proffesion and have a chance at survival in the more interesting place and not be relgated to shooting wamp rat outside Mos Eisley
I agree here, I'm quite concerned that we won't be very survivable on the battlefield without taking up an elite combat profession to boost our health pool. It seems restrictive indeed to have a support role so hamstrung that it can not be a viable profession on its own. The CURB has a very heavy bias towards the combat professions, but a pure doctor seems to be getting a raw deal on all acounts; not enough HAM to help in a fight and no crafting left.
Which brings me back to the question I keep asking: "What we get in return for no crafting?" I've not heard any explanation yet. Weaker buffs gets us back into combat, roughly what we had before the damn things were introduced so that's a fix, but taking crafting is just asset striping the Doc tree for other professions without anycompensation. When do we get an explanation to justify such radical changes and an appropriate period of consultation to air our objections? Being kept in the dark about this and drip fed bad news is not helping.
EnFERn0 wrote:Doctors should stay in cities, craft and buff.Cybernetics and what more they are addeding.Combat Medics, is supposted to run around out there healing.Seems like they've forgotten, that they have the ranged area heal skills.
Five imaginary *****'s for you
As a combat/doc toon, I'm considering moving over to combat medic, as it better fits my style of play anyway. What I do now is buff guildmates right before we go PvP, and heal during, as I'm melee and right up in the thick of things. You're right, as combat medic is probably better suited for me anyway. We'll see though, and I'm not making any changes until the CU hits.
Giftmacher wrote:
Transig wrote:Im not asking to be as great at combat as master combatants be have the chance to do my chosen proffesion and have a chance at survival in the more interesting place and not be relgated to shooting wamp rat outside Mos EisleyI agree here, I'm quite concerned that we won't be very survivable on the battlefield without taking up an elite combat profession to boost our health pool. It seems restrictive indeed to have a support role so hamstrung that it can not be a viable profession on its own. The CURB has a very heavy bias towards the combat professions, but a pure doctor seems to be getting a raw deal on all acounts; not enough HAM to help in a fight and no crafting left.
Which brings me back to the question I keep asking: "What we get in return for no crafting?" I've not heard any explanation yet. Weaker buffs gets us back into combat, roughly what we had before the damn things were introduced so that's a fix, but taking crafting is just asset striping the Doc tree for other professions without any compensation. When do we get an explanation to justify such radical changes and an appropriate period of consultation to air our objections? Being kept in the dark about this and drip fed bad news is not helping.
Gift.
But doc was never intended to be a combat support role... see combat medic for more.