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Thread: Sorry
DiLune
Thu Apr 22, 2004 9:43 pm
#27
Oh, don't forget having to run out 2000m from keren just to drop a freaking camp in a buildable zone...
RozhlokLightningskull
Fri Apr 23, 2004 5:37 am
#28
Sojourner wrote:
Imagine a game were you general crafting experience for making camps and traps
LOL! I almost made master Artisan before I made Master Scout. And The only things I ever built were camps and traps.
UltimateJedi
Thu Jun 10, 2004 4:50 pm
#31
I didn't mean to post that many. I meant to post one. of that message about the sekotan ships.
GMANHNC
Fri Jun 25, 2004 1:59 pm
#32
I am sorry to have disturbed you merchant folks, I have withdrawn my post as well as I could, and will not bother you again. I see several of my BE brothers in here, and I appologize for them too. To explain a bit, our prediament is that we are the only pure crafting profession that is not rooted in Artisan, so if we wnat a vendor, we must spend an additional 15pts over any other crafting proffession. And many of us have all had the same issue of either not being able to find merchants, or not able to find a vendor willing to sell our products.
I wish to offer a suggestion if you will that might decrease such annoying posts that are threats to your valued proffesion. Our corespondent is very bright and has organized an FAQ for anyone to view our monotonous day in day out questions that are similar to our posts here today. Also she added a List of all the BE's shops by server. I think if you would add such a thing here as a sticky message that would list the following:
Server:
Player Name:
Store Location: (city, planet, & coords.)
Products desired for re-sale:
Products for aquisition:
Ours was to be done as PM's to the corespondent so that it would be clean and concise, and not just general posts.
I think this might cut down on unwanted posts. Thank you for your time.
MyT_Chicken
Wed Aug 04, 2004 11:40 am
#33
I came over here Last week when the CM/Doc changes where introduced, and claimed that CM's would not be "nerfed".
Sense then my friend and I have be testing and discussing what will happen to the CM's after this change take effect on Live Servers.
I was happy with the AoE Cures when it was announced and even though I KNEW it would have to be tweaked, I knew that it was a good change that needed to be placed in the game.....REGARDLESS who got it (Docs or CM's...Docs won, thats not the point).
Me and my buddy have been testing all this stuff (AoE Cures, Resist Buffs) on the TC, and I am really disappointed with the direction SOE is taking. Ifully support the AoE Cures (If it had a 15m MAX Limit with 1/2 the power of a Single use Cure), but I can't for the life of me accept the Resist buffs. I personally feel that it is a BAD BAD idea. I won't get into the numbers, simply because that is not the point of this message.
The point is that with all these changes coming, and actually have tested these changes.....The CM's are being Uberly Nerfed to the 10th Degree. The amount of skill points used to Master CM does not justify its uses after the patch goes live. CM Just requires to many skill points for them to be a usefull profession after these changes happen.
I like most people in this game did want to see some changes in the CM Profession (Directly or Indirectly), however after seeing those changes on the Test Center I do not agree with them at all. I personally feel that the ONLY change to the game that will counter-balance CM's is the AoE Cures.....and that is it.
So I would just like to appologize for coming in here last week and making an @$$ out of myself without fully testing the changes before I opened my fat mouth. While I agree CM's need to be Counter-Balanced by Doctors.....I do not agree at all with making this profession worthless....and that is what SOE has done in my opinion.
Ternque01
Wed Aug 04, 2004 11:56 am
#34
I have been a long-time advocate of CM balancing in this game... I like the halva and range fixes. I even like the area cures - because in high-lag, low-quality-of-communication, large PvP battles, being able to actually target and cure patient after patient after patient can be tough.
The resist-buffs based off of the testing from your correspondent do sound a little too powerful, but then again he was testing mediocre Poison C's. When I actually get some feel from high quality resist-buffs against high quality poisons on Live, I'll actually figure an educated opinion on the matter. My current opinion is that the resist-buffs are a little on the strong side.
But don't fret man despite the changes CM's will still be king of combat healing (area stims and mind heal) and will still be able to get a poison off every now and again..... as opposed to just spamming poisons in combat. Much more balanced than it was.
Despite that you won't be as offensively strong as you used to be, the game will be much, much more balanced as a whole, and perhaps more existing CM's will slip into more of a support role (as opposed to the main combat-damage role they were in the past). I for one am quite thrilled that the role of dealing damage will belong to the combat professions! Before, combat professions were more of a "clean up crew" for CM's lol.
Mustelafuro
Wed Aug 04, 2004 1:40 pm
#35
Well I'm a CM for life, and I'll just have to find away around the new stuff. Course I'm a doc too so go figure
But we'll still get stuff through sometimes, and yea not everyone will be buffed for it. Gonna come down to who can make better stuff really, if our potency is high enough they will get through.
I just want more support features, or at least cut down on the mind heal cost. Of course more frequent resourse spawns would help, and give em better stats 
Pahdbacca
Wed Aug 04, 2004 1:41 pm
#36
Ternque01 wrote:
But don't fret man despite the changes CM's will still be king of combat healing (area stims and mind heal) and will still be able to get a poison off every now and again..... as opposed to just spamming poisons in combat. Much more balanced than it was.
Therin lies the problem. There is nothing in PvP or PvE that needs ranged or AoE stims for combat. Nothing! Nadda! Zero! Zilch! Zip! Mind heal is only usable for a limited time unless you also have TKA meditate 4.
Back in the day, it was the glory days for CMs. Backing up a group of 5 players without composite or buffs agains an equal number of anchient graul maulers....and the CM was the one who allowed them to do it. I used to have screenies of Pip healing 5k damage every 5 seconds for as long as his mind could hold out.
Recent trips to the DWB were very disturbing, however. 2 or 3 mindheals. An AoE stim onece in a while in the caves for people who lost their buffs. If a player wasn't a stacker they would die faster than any CM/Doc/medic could heal them. If they were, then they NEVER needed healing. I would throw a couple of mind heals every so often, then /drag and Rez the rest of them. Trying to stay alive because I have 18 skill points left after master CM/ master Doc and then hardly using any of the abilities that the 169 skill points spent on Master CM was crushing.
I am not saying that PvP poisons and diseases got out of hand. What I am saying is THERE IS NOTHING LEFT FOR CMs. The only thing I would do now with CM skills would be to take the 3 lines and master a melee proff. I would then use the DoTs to help take out the high resist MoBs. Been there, done that, however. It was fun at the time, but kinda like watching paint dry doing 150 dps on a 30k HAM MOB.
Mustelafuro
Wed Aug 04, 2004 1:50 pm
#37
Your right we don't have much left, but I keep my group alive for a long time int the field. As long as I can stay alive, and our other doc sees to that, and I have my dancer buff, I can non stop spam mind heals. Works wonders for takin NS elders and krayt and the dungeons. Even in pvp, I can back up my troops with no prob til I die. When I can't make poisons effective, then its spam areas and mindheals til we win or we all die.
Gets boring as heck tho, would be nice to do more but oh well, I chose to be the support guy, so until Im absolutely worthless thats what Im gonna do.
MyT_Chicken
Thu Aug 05, 2004 12:57 am
#38
Laeren had this to say on the Starsider Post about this same subject I have going on over there.
"It just sounds like they're going to relegate poisons and diseases to picking off the 'weak and unprepared' rather than taking out multitudes of fresh, fully equipped combatants.
I think that actually sounds about right. Why did Star Wars battlefields turn into some kind of bio-warfare ground, when the movies were all about melee and gunplay? Why would mass bio-warfare agents be the ruling point of a Star Wars battlefield?
So...I say keep tossing your stuff. Not everyone will be anti-buffed. Not everyone has the time or ability to be so, and not every group has a doc who is able to anti-buff absolutely everyone. Those who aren't prepared will fall to the disease and poison as usual (until they are at least cured). Those who are prepared will have to be taken out the good ole fashioned Star Wars way."
To me...that makes perfect sense. And although I still don't like the Resist Buffs. Laeren makes a great point.
Carthian
Thu Aug 05, 2004 4:08 am
#39
They should think about lowering the amount of medic it requires to get Novice CM. Since they are nerfing it so much they might as well give us an option to be able to pick up a class where we can defend ourselves if need be.