Doctor Archive
Thread: why do people want us nerfed??
http://forums.station.sony.com/swg/board/message?board.id=csystems&message.id=2244
what do you think?
Kriffith
I think they smoke crack, but that's just me.
I do see one guy's point when he said most incaps happen through mind hit anyway. I personally don't see a need for a nerf as our profession regulates itself through flows and ebbs anyway. Afew of weeks ago you were hard pressed to find a doc on coronet during prime time and buffs were being sold for 10k. Now you have 2-3 docs battling it out for the customers and the average buff runs around 5k. I say leave well enough alone.
-Azroth-
Maz-X Doc - Radiant
Because people are selfish and can't see past their own profession..
Armorsmiths want us nerfed because with buffs anyone (totaly noob to day 1 player) can wear Composite armor so they claim they can't sell any other kind of armor
Combat classes want us nerfed because with buffs, personal shield gens and 3x 70-80%+ composite its nearly impossible to kill someone in PVP (so they claim, I seem to die a decent number of times)
Smugglers want us nerfed because their spices don't last as long as ours (even though you don't have to be trained to USE spice or be online to give themlike we do with buffs)
Chefs want us nerfed because of the same reason as Smugglers.
It seems that weaponsmiths, tailors and architects are the only classes that don't care simply because it doesn't affect them one bit..
For so many people that want us nerfed I certainly get a lot of /tells for buffs. Actually in the next patch they are bringing Chefs food buffs up in line with Doctor buffs. So the Devs seem to want to bring other buffs up rather than take ours down.
- Travin
Caliwyrm wrote:Because people are selfish and can't see past their own profession..
I have absolutely zero worries about the future of doctor profession.
There is only excitement in combat when there is element of danger.
Buff is HAM extension.
Armors & defense bonus are HAM multiplier.
reduce the buff and increase the armor, you have very short HAM that goes down very slow but jerk up very fast with even weakest heal, like stimp-B. Crate of stimp-B will last you good long time. So most everyone will use them. This seems little boring to me.
Increase the HAM, reduce the armor you have very long HAM that goes down very fast but stims don't have as big effect. You go thru stimp-B like water so not many will depend on them in battle and the need for dedicated healer is pretty high. I would consider the excitement factor higher with this one.
Either way stimp-B, C, D will sell and people will get buff regardless of 1.5x, 2x or 3x.
I think Dev would go with increased HAM and lowered armor since that is much bigger drain in stims use as well as reducing the number of effective healers in combat. It is less solo friendly and harder to balance the PvE.
In anycase Doctor's lives don't depend on the effectivess of their buffs and I imagine their purse string don't neither.
People need to realize we are continally being stealth nerfed and the DEVS do not care about our iissues. Because we have had the same issues since day one with very persistant and good correspondants only getting the "we will look into it" answer.
Plus has the full new combat system been implimented on the test center?
If so has anyone tested the effect of buffs on that?
Is it really a nerf or are buffs in proper raltion with the new combat system?
If we dont test it we can't tell accuratly if the newf bat has been swung
IlyaMasool wrote:
Caliwyrm wrote:
Because people are selfish and can't see past their own profession..
I have absolutely zero worries about the future of doctor profession.
There is only excitement in combat when there is element of danger.
That's the catch, tho.. When my stats can regen faster than I lose them, that's the "imbalance"..What 'danger' is there when my secondaries are so buffed that a Voritor Lizard poison AND a bleed couldn't take my Health bar down faster then I was regenning it? (I didn't have any Cure Poison packs on me)
As a Pistoleer (3/1/1/3) and Master Doc I can solo Rancors with 70% Composite and Muon. Hardly any danger there.
Personally I think the 'fix' is in altering armor so that not ordinary armor can get 70% resists across the board, but that would be a nerf to armorsmiths..
I don't think the defense mod issue has all that much to do with buffs specifically, although I agree that both need to be addressed in the combat revamp... (And I'm sure they will be, one way or another...)
But as for buffs alone, the above poster isn't exaggerating when he says that soloing a rancor lair is no problem. With somewhere in the neighborhood of 2.2k constitution (an average buff of 2200, my 400 base con, and whatever I lose due to wearing armor), I regenerate health so fast that I can be hit with stacked pistol bleeds from 2 pistoleers in pvp and *still* not suffer enough health loss to even think about healing. Sure, I can heal them, but why bother, since I'll regen4/5 or more of the damage before the next tick.
I'm a doc/combat medic. I have no dodge bonuses, or nearly none. I can wait out the entire duration of 2 burns before healing. Sometimes 3.
Of course, the other side of this is that a bounty hunter or rifleman canusually kill me with mind hits in the length of time it takes to get within poison range and wait for the three second animation involved in throwing it.
As a game-balance issue, although it makes sense for each class (or combination thereof) to have distinct strengths and weaknesses, the ideal to be sought would allow any two players of comparable skill level a chance, and a reproduceable chance at that, to kill each other. With secondary stat buffs as high as they are, there are too many people running around totally impervious to health or action damage...
Ledao Bohi
Caliwyrm wrote:
Personally I think the 'fix' is in altering armor so that not ordinary armor can get 70% resists across the board, but that would be a nerf to armorsmiths..
I was at work when I wrote this, so let me elaborate..
Originally it was a concept in SWG that certain things would be ultra-rare (like the RIS armor). I think that ultra-rare things should be able to get 70-80% resists when made with truly great resources. As it is, 3x Advanced Composite with super resists are very common and IMHO that is one of the main problems.
Firstly I cant get that link to work for some reason :\.. Can someone repost it please?
Without reading the thread I think some people thinking that our buffs are too strong are overlooking the dmod imbalances.. The issue isnt too largean enhancement, the issue is people skill stacking to get +200 dodge.. In other words, it isnt the buff, its the fact that those folks arent getting hit. Plain and simple.