Doctor Archive

Thread: Suggestion for Doctor Profession

slartislarti
Wed Mar 02, 2005 12:14 am
#1

What would Doctors say if I suggested Doctor be changed to a crafting profession?

Message Edited by slartislarti on 03-01-2005 11:15 PM

Slash_DPC
Wed Mar 02, 2005 12:35 am
#2

It already is, as is Combat Medic. I know many people might disagree w/ that but it's a matter of perception. =]





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slartislarti
Wed Mar 02, 2005 10:22 am
#3

Ok well that's a good point. Yes, it is a matter of perception; and as I percieve it, the role of a doctor is to stand around Coronet and dole out buffs at 10k a pop. Of course, I understand that they also craft these buffs, but... well I'm not much of a crafter and I don't pretend to know what makes crafting fun for people, so I wasn't sure if the crafting that Doctors do would be considered interesting enough to be fun in itself.

Point is, in general, I would much rather have buffs be self applicable (or non-existant), so that the ability of a combat profession to play doesn't depend on there being a doc (or entertainers) around. Spending 10-15 minutes prepping for battle (assuming you can find docs/entertainers at all) is just annoying.

So I take it then that doctors would not be too upset if they no longer got to stand around c'net and buff the masses?
MillerBomb
Wed Mar 02, 2005 10:40 am
#4

Considering that most of the rich doctors obtain their money from crafting/selling, I'd say that crafting has a certain element that most doctors appreciate. The crafting doctor can start up their own business, make a quality product, and distribute the product to the masses without actually having to be there via a vendor. Add this in addition to the process of obtaining quality resources, and meeting new contacts to get resources you may not harvest yourself (e.g. herb meat), and you can see that there's more then meets the eye with a crafting doctor.

I would say that quite a few doctors would obviously be against the idea of a self-applicable buff, and it won't be just the doctors that run bufflines that could be upset with that idea. The buffline doctors would be against it obviously, but what about guild and/or field doctors? Combine this with the fact that at novice medic (quite common in a pve or pvp template), you can use stim B's, and the purpose of a guild/field doctor has taken quite a blow.



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Lee-Ki Sin - M-Brawler/ M-Swordsman/ M-TKA
e6alfa
Wed Mar 02, 2005 1:26 pm
#5

It's a HUGE crafting profession already. I only have 2 factories, and they run 24x7. With 3 different types of stims, wound packs, buffs, cures, and components for BEs, I can't keep up with it 1/2 the time.




Feozis - Sith (Elder Jedi)
De'Feo - Smuggler Feobacca - Medic DJ' - Entertainer
Sizoef - Trader (Engineer) Da'Siz Trader (Structures)
Alyxian
Wed Mar 02, 2005 3:26 pm
#6






MillerBomb wrote:
Combine this with the fact that at novice medic (quite common in a pve or pvp template), you can use stim B's, and the purpose of a guild/field doctor has taken quite a blow.




/agree


Stim B's need a nerf, badly





Alyxian Gorgaan
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slartislarti
Fri Mar 04, 2005 2:38 am
#7



MillerBomb wrote:
but what about guild and/or field doctors?




Again, I don't *know* (actually I really don't know what a guild doctor means), but a field doctor to me should be a combat medic, right? I don't mean that as the game stands there isn't a use for doctors in the field; but, if there is, shouldn't those abilities be given to combat medic? If not, why bother making the distinction in the first place?

Unfortunately my discussion here is trying to offer a solution to a problem that I don't fully understand. I think in general there are too many professions. Professions are endowed with relatively few abilities and the result is profession co-dependence. Co-dependence *is* at least one of the great things about mmorpg's, but this particular relationship (doctors/combat profs) is too co-dependent.
e6alfa
Fri Mar 04, 2005 6:00 am
#8

The co-dependency goes in reverse also. In combat, I need someone to give me a hand since I'm limited to only 1 mastered combat profession. A combat medic's job is to heal on the battle field (only profession that can heal all 3 bars of your HAM), and yes cause damage with poison/disease. I do know many CMs who are also docs, so they do both. A doc prepares you for battle, and heals you when you return. That's his job.




Feozis - Sith (Elder Jedi)
De'Feo - Smuggler Feobacca - Medic DJ' - Entertainer
Sizoef - Trader (Engineer) Da'Siz Trader (Structures)
MillerBomb
Fri Mar 04, 2005 8:31 am
#9


slartislarti wrote:

Again, I don't *know* (actually I really don't know what a guild doctor means), but a field doctor to me should be a combat medic, right? I don't mean that as the game stands there isn't a use for doctors in the field; but, if there is, shouldn't those abilities be given to combat medic? If not, why bother making the distinction in the first place?

Unfortunately my discussion here is trying to offer a solution to a problem that I don't fully understand. I think in general there are too many professions. Professions are endowed with relatively few abilities and the result is profession co-dependence. Co-dependence *is* at least one of the great things about mmorpg's, but this particular relationship (doctors/combat profs) is too co-dependent.


What I meant by a guild doctor was a Doc that pretty much performs healing/buffing/etc. for their guild only. I wasn't sure what the correct term is so I just chose what sounded best for what I was trying to think of. While wound healing for guildies only may not happen a lot, I know of many doctors that only buff members in their guild. A self-buffing item would mean that the docs may never have to buff most of their guildmates. Now, I'll easily admit that a 12pt doctor with high-quality resources could just make the packs for the guild themselves and remain useful. If the guild doctor lacks the 12pt or the resources to make high quality items, then the guild has far less use for the doctor since the guild could just as easily buy buffs from another doctor.





e6alfa wrote:
The co-dependency goes in reverse also. In combat, I need someone to give me a hand since I'm limited to only 1 mastered combat profession. A combat medic's job is to heal on the battle field (only profession that can heal all 3 bars of your HAM), and yes cause damage with poison/disease. I do know many CMs who are also docs, so they do both. A doc prepares you for battle, and heals you when you return. That's his job.

I do agree that a CM would be far more useful on the field then a regular doctor, but regular doctors are useful in the field as well. Rezing and reapplying buffs would be the most on-topic example. A CM couldn't do that without having over half of the doc tree accomplished as well (x/4/4/x unless you want a fairly low quality buff).

Also, how could a doc prepare you for battle if the self-buffing item was put into place? A CM could heal any misc. wounds you may have just as easily as a doctor would. You could buff yourself, so a doctor doesn't have to. Maybe if you just came back from another mission, we could heal poison/disease, but that would be more toward the "heal when you return" rather then the preparation part.





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Lee-Ki Sin - M-Brawler/ M-Swordsman/ M-TKA
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