Doctor Archive
Thread: Is it just me... or do doctors now represent 0.01% of the community.... /ponder
KnightHawk420 wrote:
Seems no one posts on this forum lately. Why is no one complaining about the buffs? Medics apply buffsnearly as well as master docs.. same stats.. slightly longer duration... the doc/cm mods don't seem to work at all... but yet its not on the hard to find top 5 issues list... I dunno.. I just get the feeling all the docs are gone now.. Plenty of CM's though.... but I find myself playing doc wondering just whyam I doing it... combat speed buff... and bacta infusion seem to be my only worthwhile skills.
Mostly because the real Docs never cared about the buffs. And most of the Vets just don't post anymore because we are tired of of repeating ourselves.
Not to meantion there is more hate on this forum then probably any other so whats the point? Most people seem to think Doctor is worthless, so whatever floats their boat.
I mastered doc in the old system... gave it up... mastered it again.. gave it up... mastered a 3rd time.... with respec, I thought doc was worthless and gave it up for basic medic abilities.... And now, at the end of respec, I once again have master doc. I've decided that it really isn't as bad as I thought it was. Frankly one of the most important points on doc has become the healing aspects. Right now, my bacta shot is healing 850 points... that's not shabby and goes a long way in a fight, especially when there seem to be so many medic/doc/CM's out there.
MyT_Chicken wrote:
Mostly because the real Docs never cared about the buffs. And most of the Vets just don't post anymore because we are tired of of repeating ourselves.
Not to meantion there is more hate on this forum then probably any other so whats the point? Most people seem to think Doctor is worthless, so whatever floats their boat.
Sure the health/regen buffs sux... but EVERY good doc KNEW that was coming LONG before the CU. There have been long discussions about how we should consider asking the devs to intentionally nerf us. Now, what other profession has asked or even wanted to have themselves nerfed in a game of l33t doodz?? We got what we wanted and now we complain? LOL
The other HUGE bonus to the doc with CU is the ''no meds'' aspect!! That alone is worth lowering the abilities IMHO because it means I can now compete with the rest of the professions in terms of equipment / loot / storage. Think about it.. if you were a crafting doc, it was hell.... pure hell... 6 buffpacks, 6 woundpacks, poison/disease cures & inoculations, fire blankets, bivoly, stimpacks, and if you were grouped you were expected to have pet stims... now put each into creates as well as loose items... most of the time I had a full backpack + some of my main inventory to be a fully working doc.... don't get me wrong, I loved it and will seriously miss the crafting.. but not the time/effort/requirement to have meds for everything at all times.
So... it means I've been in-game more.... enjoying the game more.... and not ranting as much.... things are great IMHO!
(edit for spelling)
Message Edited by Dormax on 05-18-2005 06:30 AM
Dormax wrote:
I mastered doc in the old system... gave it up... mastered it again.. gave it up... mastered a 3rd time.... with respec, I thought doc was worthless and gave it up for basic medic abilities.... And now, at the end of respec, I once again have master doc. I've decided that it really isn't as bad as I thought it was. Frankly one of the most important points on doc has become the healing aspects. Right now, my bacta shot is healing 850 points... that's not shabby and goes a long way in a fight, especially when there seem to be so many medic/doc/CM's out there.
MyT_Chicken wrote:
Mostly because the real Docs never cared about the buffs. And most of the Vets just don't post anymore because we are tired of of repeating ourselves.
Not to meantion there is more hate on this forum then probably any other so whats the point? Most people seem to think Doctor is worthless, so whatever floats their boat.
Sure the health/regen buffs sux... but EVERY good doc KNEW that was coming LONG before the CU. There have been long discussions about how we should consider asking the devs to intentionally nerf us. Now, what other profession has asked or even wanted to have themselves nerfed in a game of l33t doodz?? We got what we wanted and now we complain? LOL
The other HUGE bonus to the doc with CU is the ''no meds'' aspect!! That alone is worth lowering the abilities IMHO because it means I can now compete with the rest of the professions in terms of equipment / loot / storage. Think about it.. if you were a crafting doc, it was hell.... pure hell... 6 buffpacks, 6 woundpacks, poison/disease cures & inoculations, fire blankets, bivoly, stimpacks, and if you were grouped you were expected to have pet stims... now put each into creates as well as loose items... most of the time I had a full backpack + some of my main inventory to be a fully working doc.... don't get me wrong, I loved it and will seriously miss the crafting.. but not the time/effort/requirement to have meds for everything at all times.
So... it means I've been in-game more.... enjoying the game more.... and not ranting as much.... things are great IMHO!
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(edit for spelling)
Message Edited by Dormax on 05-18-2005 06:30 AM
Yes this is all very true. I've not had this much fun in SWG in a very long time. I'm still mixed about the crafting changes, I mean, Crafting was always something more complex then just hitting F keys. I totally understand and agree with why the devs removed crafting from us, but I'm still kinda like "hmm".
Doctor is not as bas as people make it out to be, which is why I can't understand what 90% of the posters are b!tchin about. I realize that my play style probably differs much from other peoples, but it still amazes me as to what I've been reading on here lately.
Inventory management was always a Doctor issue.. but realize that Doctor has gone from using material products for it's work, to using nothing at all. If that is not magical, I don't know what is. I certainly don't "feel" like a Doctor. More like a cleric waiting for his manna to regenerate, and I get plenty of that in inferior worlds. Modifications that included changing individual substat woundheals into a more generic woundheal (for example) would have gone a long way towards reducing the inventory burden, while still retaining the flavor of the "Travelling Scientist". Heck, I used to craft stuff on the fly, because it was "good enough". Great fun, and immersive, for a roleplayer type.
Dormax wrote:
The other HUGE bonus to the doc with CU is the ''no meds'' aspect!! That alone is worth lowering the abilities IMHO because it means I can now compete with the rest of the professions in terms of equipment / loot / storage. Think about it.. if you were a crafting doc, it was hell.... pure hell... 6 buffpacks, 6 woundpacks, poison/disease cures & inoculations, fire blankets, bivoly, stimpacks, and if you were grouped you were expected to have pet stims... now put each into creates as well as loose items... most of the time I had a full backpack + some of my main inventory to be a fully working doc.... don't get me wrong, I loved it and will seriously miss the crafting.. but not the time/effort/requirement to have meds for everything at all times.
So... it means I've been in-game more.... enjoying the game more.... and not ranting as much.... things are great IMHO!
![]()
(edit for spelling)
Message Edited by Dormax on 05-18-200506:30 AM
What I, personally, resent is all of Doctor's noncombat related functions being eliminated (except for wound heals). I cannot even gain a dribble of XP from opportunity heals for XP conversion. I simply don't spend much of my time in combat or grinding their dorky quests when I play, and having those additional distractions filled out my ingame time. The products of craft are of limited usefulness.. we're not in the cybernetic replacement loop.. we don't even need medical centers any more, which (for me, at least) destroys an opportunity for immersion and socialization.
I simply don't like being defined completely as a combat cog. YMMV.
--doogie
Message Edited by DoogieHozer on 05-18-2005 10:02 AM
Once upon a time, I liked the fact that you had to go to the med center to get healed...it made sense. Now I am a cleric with a gun...
DoogieHozer wrote:
What I, personally, resent is all of Doctor's noncombat related functions being eliminated (except for wound heals). I cannot even gain a dribble of XP from opportunity heals for XP conversion. I simply don't spend much of my time in combat or grinding their dorky quests when I play, and having those additional distractions filled out my ingame time. The products of craft are of limited usefulness.. we're not in the cybernetic replacement loop.. we don't even need medical centers any more, which (for me, at least) destroys an opportunity for immersion and socialization.
DoogieHozer wrote:
Inventory management was always a Doctor issue.. but realize that Doctor has gone from using material products for it's work, to using nothing at all. If that is not magical, I don't know what is. I certainly don't "feel" like a Doctor. More like a cleric waiting for his manna to regenerate, and I get plenty of that in inferior worlds. Modifications that included changing individual substat woundheals into a more generic woundheal (for example) would have gone a long way towards reducing the inventory burden, while still retaining the flavor of the "Travelling Scientist". Heck, I used to craft stuff on the fly, because it was "good enough". Great fun, and immersive, for a roleplayer type.
What I, personally, resent is all of Doctor's noncombat related functions being eliminated (except for wound heals). I cannot even gain a dribble of XP from opportunity heals for XP conversion. I simply don't spend much of my time in combat or grinding their dorky quests when I play, and having those additional distractions filled out my ingame time. The products of craft are of limited usefulness.. we're not in the cybernetic replacement loop.. we don't even need medical centers any more, which (for me, at least) destroys an opportunity for immersion and socialization.
I simply don't like being defined completely as a combat cog. YMMV.
--doogie
Message Edited by DoogieHozer on 05-18-2005 10:02 AM