Doctor Archive
Thread: New Buff Ideas Group Buffs/Innoculation against poisons/diseases
Posions and disease innoculation packs are a great idea.
The big problem with the docschematics and selling final product(s) is that we havea narrow target marketto pettle our wares.Ifthere is no med use on the pack thenit would be a great ideaand assist with the money problem Docshave stated is a problem.
Similar to thefire blanket, it's agreat idea, butI need to be doc to use the thing?Come on its a fire blanket! Again if the med use was 0, think of the market for them....
Same with thestim-aschematic loot.great ideaif the med use was 0, but at med use 5 why use that when stim-b's are better?
Now lets not nerf things, and make stim-b's a higher med use or rez packs; I see this calling every now and then, lets broaden our marketrather than make it more narrow.
The only problem I see with making them 0 med use is that people will just buy the schematics. There are doctors out there who will sell or give away the schematics.
The concept behind group buffs should really be over powering. It would serve a similar function to the entertainer group buffs. It should require very specific components in significant quantities and be usuable only by master doctors. I dont see how this would be overpowering. The buffs would wear off just like all other buffs...after a certain amount of time or after death. The only difference is it would allow a doctor to buff an entire group instead of an individual. It should also use a LOT of mind.
As far as the poison/disease buffs. Again I think these should be master doctor usable only. The would complement existing chef foods that function similar. The trade off being chef foods are portable and usable by all the doc buffs aren't, but provide higher bonuses. They would last a variable amount of time base on the resources and expoerimentation used.
I agree that the poison/disease buffs should be to resistances only. Not provide immunity.
Really we should get enhance e's, f's and g's ( MD only super buffs, Group Buffs and Poison/Disease buffs, respectively )
I think all of these would be good revenue streams for doctors, either through manufacturing for other doctors/cm's or via direct application during and before raids and hunts.
I think this would be a great way to balance things. With mind actually scaling up to maximum levels this would be a good way to allow combat medics to avoid the nerf bat while balancing things out a bit. A cap of about 30-40% maximum for our abilities would probably be best since there is chef food apparentely.
I smell a petition to get some sort of inoculation...if one exists I would definitley --->
/sign
Roustabout wrote:
I think this would be a great way to balance things. With mind actually scaling up to maximum levels this would be a good way to allow combat medics to avoid the nerf bat while balancing things out a bit. A cap of about 30-40% maximum for our abilities would probably be best since there is chef food apparentely.
I smell a petition to get some sort of inoculation...if one exists I would definitley --->
/sign
I tried a few weeks ago with very little response
HoustonTaylor wrote:As far as the poison/disease buffs. Again I think these should be master doctor usable only. The would complement existing chef foods that function similar. The trade off being chef foods are portable and usable by all the doc buffs aren't, but provide higher bonuses. They would last a variable amount of time base on the resources and expoerimentation used.
I agree that the poison/disease buffs should be to resistances only. Not provide immunity.
I noticed somewhere else on the boards ( can't remember where or i would like to it ) that making poison/disease resistance/immunity packs should require actual poison/disease packs from combat medics, this would give the cm's something to sell and give the 2 professions some interdependicy.