Doctor Archive

Thread: New Buff Ideas Group Buffs/Innoculation against poisons/diseases

HoustonTaylor
Wed Mar 24, 2004 7:28 pm
#1

What do you all think about doctors getting the ability to dopoison/disease resistance buffs and/or group buffs. Both would require new schematcs. The group buff would allow you to buff or override the buffs of those you are grouped with. This would be great for battles where you are trying to get people back into action quickly. Also the resistance buffs would allow people a temporal innoculation against different poisons and diseases. Experimentation should be key in both of these as it is in all other medical products.
HoustonTaylor
Thu Mar 25, 2004 8:15 am
#2

No comments? Somebody, anybody...
HoustonTaylor
Thu Mar 25, 2004 10:07 am
#3

/lastcall
Berious
Thu Mar 25, 2004 10:38 am
#4

Group buffs would be much too powerful I think, unless they literally took 10-20 times the resources of regular buffs to make and would only override an individual for one death, after which they'd lose the buff as usual. I like your idea to disease /poison inoculations as long as that wouldn't be immunity, just a better chance of resist (assuming there's not some chef food or whatever that already does this? There're so many now ).



In-game name: Fishsticks
Vendor dropoff for auctions: Corellia 428 -5540 (about 900M south of Coronet. There's nothing for sale there... yet)
13B
Thu Mar 25, 2004 10:55 am
#5

I love the idea of a disease and poison innoculation. Say for 45 minutes it wold give you +50 poision/disease resistance. This would also offer up a good defense to the ever potent combat medic on the field of battle.
Cas_Lowca
Thu Mar 25, 2004 3:21 pm
#6

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.





Visit the Credit Sink - outside of Coronet 884 -4778, just look for Jenny. Drop off anything you would like to sell or take a look around and purchase something.
HoustonTaylor
Thu Mar 25, 2004 10:17 pm
#7

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.


chiefccw
Fri Mar 26, 2004 6:16 am
#8

There has been talk of area buffs, area inocculations and area cure. I say no, it goes against (what I see) a doc in the game is. If you want area cures give them to CMs.


We should be about giving powerfull heals and buffs to single players, we should be a powerfull healing force, able to keep people alive on the battle field but only by attending to one person at a time.


One way I see to combat the CMs power without nerfing them to buggery, is innoculations. Give us the ability to innoculate people against poisons and diseases. Dont let us make people invulnerable but allow us to protect them, Make sure it keeps us busy, but dont make it so we spend an entire fight trying (and failing)to heal everyonespoison and disease.


All imo of course






Dala - Aerospace Engineer/General Dogsbody

Dela - Uber Carbineer/Force Grinder
HoustonTaylor
Fri Mar 26, 2004 11:42 am
#9

A good point is brought up here about the roles of a Doctor and a CM. I'm not asking that any class be nerfed or changed, but, merely reflecting on the roles here.


Fundamentally I agree, but, the issue I have is that the doctor is forced into being the counter to the CM. No other class can heal the poisons/diseases that CMs dole out (to single players AND groups), TKAs excluded. Thus, doctors should have the ability to heal/cure in groups for the balance to be maintained. Why should a CM be able to poison 10 people in the time span a doc can heal 1...maybe?


Innoculations would serve as a form of buff, but there needs to be a heal component for doctors to combat the damage CMs can do. Group/area heals/buffs/cures would only be fair. Now granted the range could be very limited and you could even leave heals out as a CM on your side could fulfill that role. But there is no reason not to have area cures and group buffs. At worst an agrument could be made that CMs should have area cures...(but I dont want to go there =D )



Roustabout
Fri Mar 26, 2004 4:51 pm
#10

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


FofiWibler
Fri Mar 26, 2004 4:55 pm
#11






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



Fofi Wibler ² GLA Officer ² Master BH ² Master Carbineer
V Vendor Located in Qal'Trel, Corellia (WP coming). V

Roustabout
Fri Mar 26, 2004 5:17 pm
#12

Such is life. Part of the problem probably is that not everyone pvp's so it's not a concern or game-breaking issue for everyone.
Gouta
Fri Mar 26, 2004 6:06 pm
#13


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.
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