Doctor Archive

Thread: Is it just me... or do doctors now represent 0.01% of the community.... /ponder

KnightHawk420
Tue May 17, 2005 7:37 pm
#1

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.



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
MyT_Chicken
Tue May 17, 2005 9:37 pm
#2






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.






h Egri p
§ If you don't know; you'll find out soon enough! §

Joshui_Mora
Tue May 17, 2005 10:22 pm
#3

personally I love my doc char, and I love feeling a real belonging in group hunts. I love the support role, I play.


people need to stop the hate.


Dapu
Tue May 17, 2005 11:28 pm
#4


Well, as others have said things are fairly quiet because:


1) People are upset with the changes to the doc profession.

2) Many docs quit the game or their doc account because they could not make the money they once could.

3) Many more docs switched from doc to CM, BE, or another combat profession.

4) Some of us who were in the profession for the social/roleplaying aspects are upset at the changes.

5) A lot of people don't like that the devs are being so quiet lately and feeling ignored.


I think I even saw that our doc rep here was at least considering to respec to CM, though I could be wrong.


I could possibly go on, but you get the idea.


I'm not giving up on this profession yet, either. I've got the thread going that's linked in my sig trying to get medical xp back for wound healing in medical centers so we can actually be doctors again and have a social side to the profession other than being grouped for hunts. Right now there is definitely a lot of hate with this profession, though. Hopefully things can get fixed and improve.




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


PurpleWarrior
Wed May 18, 2005 3:14 am
#5

I met 3 other Master Docs round Bestine last night which is as many as I used to see there when the 'buffdocs' were still in game.


I think the 'make a fast buck' brigade have moved on and left the people who play Doc for other reasons to get on with it...


I'm having a great time and only re-subbed because the ridiculous buffs were finally gone



Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
Dormax
Wed May 18, 2005 4:24 am
#6







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.





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.

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






Oshal To'Vu
Sub Inquisitor of the Imperial Inquisition
Commanding Officer for the 420th Fighting Wing
Captain of the IID Hydra Flagship

goldflame
Wed May 18, 2005 5:08 am
#7

tired of not being heard by the devs and the rest of SOE.. IMHO, in the eyes of SOE, we have once again become the second class players of the game. I consider myself one of the vets of the profession and am just tired of posting about the same types of issues we had at launch...



"When Sony and Lucas set out, we said, 'How can we do this and not make another EQ?' We didn't want it to be all about Luke, or combat, or lock our players into a class.So we created a system that would allow players to switch professions during the game, and there would be a lot of gameplay around making that change.If you want to go from architect to scout we've created a system to make that happen." - JULIO TORRES
JaydenAlejandro (MDoc/TKM/Nov.Swordsman)/Kirith Sarin (CH, Ranger)/Eido (Chef,Artisan)
Order of the Dying Knights/Citizens of Purgatory, LOK
MyT_Chicken
Wed May 18, 2005 7:16 am
#8






Dormax wrote:







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.





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.

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




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.






h Egri p
§ If you don't know; you'll find out soon enough! §

Dapu
Wed May 18, 2005 9:15 am
#9


For me, in a way I like not having to craft my meds or worry about having some specific medicine with me when I need it. I actually was working up the crafting line first for the most part pre-CU (did a lot of healing right before to even it up somewhat), mainly to get it out of the way. So I enjoy that part of the changes.


I never cared for the buffs. Always thought that was wrong. I honestly couldn't care less if they took out the small buffs we have now even. Or made them something different.


The only thing I'm upset about is that we are now forced into combat to earn xp. This isn't bad once you're master, but for those of us still working our way up the profession this just doesn't make sense. I enjoy the social aspect of sitting in a med center talking to people while I heal them. And yes, I can do this now - master or not - but in order to gain any xp to go further in the profession I must go out and fight.


Not to mention, for those of you who already mastered doc pre-CU I'm sure don't realize, the xp requirements really shot up. I could kick myself for not finishing raising up to X-X-2-X the night before the CU. I was just short of it, but decided to log for the night. Woke up and logged in to check out the CU. My xp bar went from almost finished to hardly being able to see that I had any xp towards it.


So it takes MUCH longer to work up the skills now than pre-CU, too. I wouldn't have a complaint about this if it wasn't all required during combat - which our xp gets split between medical and combat xp should we lay a hand on an enemy or critter just once. So it takes even longer than other combat professions.


In combat, we aren't all powerful, but I do enjoy using the skill I have. It works well when I can use it the right way. The only problem I have is with group members that don't realize my limitations and drawbacks.




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


DoogieHozer
Wed May 18, 2005 10:00 am
#10







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




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

cwhistorian
Wed May 18, 2005 10:49 am
#11








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.




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...




---------------------------------
The original Jet-Li, gunslinger and healer. Accept no imitations.
Jet-Li is one of the last few on Wanderhome and can be seen in action nightly, check your local listings.
---------------------------------
"Before Guadalcanal the enemy advanced at his pleasure.
After Guadalcanal, he retreated at ours". -Admiral "Bull" Halsey
---------------------------------
BraccusD
Wed May 18, 2005 10:50 am
#12

My very first elite profession after launch was doc with pistol. I then went CH fora bit then ended up BE/Doc for quite some time. The buffing though eventually drove me out of doc altogether as that's not why I wanted to be a doc. I liked doc for the healing during combat and rez aspects which were removed with the all too easy soloing. I'd say the doc post-CU is more of my kind of doc. It reminds me more of the launch view of doc which was valued in a group. I've always been more of a combat + support template though. So now it's CH,CM,Doc on 3 of my 4 toonswith whatever other combat I want to put it with. But one thing that might need to be brought up is the xp thing. I am starting to think that doc has gone from one of the easiest professions to master to now one of the hardest. I'm not totally against the no xp outside combat since this was overly abused to do an easy grind up the trees with those roll spammers. And as for wounds, I wish it could be outside combat, but once again we had the guys who flamed a pet or something to do all the wound heals. So I'd say this is the result of all the abuse people did from before and I understand it.



- Drachus (of Kettemoor and Starsider)

CH/Fence and BE/CH
Dormax
Wed May 18, 2005 11:06 am
#13






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





No argument that I would have rather seen the meds stay, but with the removal of crafting from doc, I think I prefer it this way. The perception of cleric vs. doctor is just that... I do my level best to not compare SWG with other games. Whats the difference between blaster bolts and crossbow bolts?? Just graphics and perception.


And, for the record, I totally /agree that medics should be back in the med centers again.. way back in the day that's where you went to rest, heal, and socialise.... how many great stories dod your patrons share about some far off, dangerous adventure they had just died on? What great fun that was! So, maybe we can convince the devs to let us at the least gain XP from wound healing outside of combat.







Oshal To'Vu
Sub Inquisitor of the Imperial Inquisition
Commanding Officer for the 420th Fighting Wing
Captain of the IID Hydra Flagship

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