Doctor Archive
Thread: My three questions to the Devs
1. Doctor damage heals are currently very low (Adv Becta Jab, for example, only heals for 300ish points). Is this intended? A novice doc can heal damage as well as a Master.
2. Buffs are currently capped at 10% which is achieved at the medic level. Any chance of getting some increase as you gain skills? Currenly only gain a few minutes on duration as you gain skills which is hardly worth the extra skill points.
3. Med Exp issues. As a solo player med exp is split between combat (since you have to kill the mob to get the exp). Any chance that the amount of Med exp can be qual to weapons exp given without cutting each in half? So that if you kill a mob and it is worth 1k of exp that you get the 1k of med and 1k of weapons exp rather than 500 of each? Also, please provide a method of getting Med exp outside of combate. Many docs role play a non-combat doc. I suggest Wound Healing.
I should point out that there was no promise that we would get an answer nor was there a promise that we would like the answer might be given.
Here are the reasons I picked these questions.
1. I feel that damage healing is the single most important thing a CU Doc will do. We are intended to be the top dog in this catagory, however, I feel that currently this not the case. My gut tells me that something is just plain broken and we are currently not healing like we were intended.
2. The second most important skill we have is buffing (health, action, resist, etc). I believe the 10% cap is too low to make our skills a substantial bonus to a group. My hope is for us to hit a 25% number.
3. The Doc grind is very difficult as it stands right now. As a solo player it is near imposible. I also do not like Docs being forced into combat. I believe the role playing non-combat docs are one of the cornerstones of the profession that make it a real emersion kind of profession. (This is not my personal kind of play style but I have a great respect for it).
Of course there are countless other questions I could have asked but these are the ones I thought we could get real answers to and with a bit of luck get them to change things in our favor.
Questions like
A. Why did you take away our meds, crafting?
B. Why did you give us such a shaft in the conversion process?
etc
Were things I would love to ask (and have on many occations) but felt I would get the same cold non-answer that I have gotten to date. So I went with the above three which I felt were fair, answerable, and could give Doctor a boost from where it is today.
As I found out at the Dev Breakfast this is intended. It's suppose to be a "quick stick" which is why it's not on the same timer as our other heals. Now I agree right now Novice is just as good as master, but just thought I was let you know what I was told when I started prodding after most people had left.
Marrow1 wrote:
1. Doctor damage heals are currently very low (Adv Becta Jab, for example, only heals for 300ish points). Is this intended? A novice doc can heal damage as well as a Master.
Message Edited by Ltahot on 04-29-2005 06:10 PM
Eskie wrote:
Looks good. And bacta jab can still be a quick stick if it heals more damage than it does currently
Perhaps, but thats kinda like compairing a knockout upper-cut with an actual "Jab" in boxing.....the two don't really match up very well.
MyT_Chicken wrote:
As I found out at the Dev Breakfast this is intended. It's suppose to be a "quick stick" which is why it's not on the same timer as our other heals. Now I agree right now Novice is just as good as master, but just thought I was let you know what I was told when I started prodding after most people had left.
Marrow1 wrote:
1. Doctor damage heals are currently very low (Adv Becta Jab, for example, only heals for 300ish points). Is this intended? A novice doc can heal damage as well as a Master.
I like the idea of a "quick stick" but at 300ish power this is not very helpful. Most mobs do more damage per hit than this.
When I compair our heals to that of CM it seems our heals are lower in power/shot which is not what I had imagined or expect. An area heal, for example, is over 2x the B. J. This is the overall issue I was trying to point out. Currently M. Doc is no more able to heal damage than a medic and is much lower than a CM.
With this higher healing I also think our action/mind costs should be higher. Currenly you can heal as fast as the game will let you and not really drop action/mind. This is not the case with a fight class. This would be what would prevent someone from just spaming Jab all the time. Some how though, I forgot to ask the devs to increase our costs... must have sliped my mind ![]()
MyT_Chicken wrote:
Eskie wrote:
Looks good. And bacta jab can still be a quick stick if it heals more damage than it does currently
Perhaps, but thats kinda like compairing a knockout upper-cut with an actual "Jab" in boxing.....the two don't really match up very well.
The issue is that we do not have a knockout upper-cut. The CM heals are higher than ours. I have not fully tested everything so mybe I have missed something.
I would like to see B. Shot hit for about 1.2 - 1.5k and B. Jab for 500-700.
Message Edited by Marrow1 on 04-29-2005 06:29 PM
Marrow1 wrote:
MyT_Chicken wrote:
Eskie wrote:
Looks good. And bacta jab can still be a quick stick if it heals more damage than it does currently
Perhaps, but thats kinda like compairing a knockout upper-cut with an actual "Jab" in boxing.....the two don't really match up very well.
The issue is that we do not have a knockout upper-cut. The CM heals are higher than ours. I have not fully tested everything so mybe I have missed something.
I would like to see B. Shot hit for about 1.2 - 1.5k and B. Jab for 500-700.
Message Edited by Marrow1 on 04-29-200506:29 PM
Marrow1 wrote:
MyT_Chicken wrote:
Eskie wrote:
Looks good. And bacta jab can still be a quick stick if it heals more damage than it does currently
Perhaps, but thats kinda like compairing a knockout upper-cut with an actual "Jab" in boxing.....the two don't really match up very well.
The issue is that we do not have a knockout upper-cut. The CM heals are higher than ours. I have not fully tested everything so mybe I have missed something.
I would like to see B. Shot hit for about 1.2 - 1.5k and B. Jab for 500-700.
Message Edited by Marrow1 on 04-29-2005 06:29 PM
Yes, that are good numbers. As far as I know most CM heals go around 700 to 800, so the jab would be below what a CM can do and the shot would be above.
Any ideas for the power of bacta infusion, btw? Currently you can hardly notice an effect when in combat.
Nema0879 wrote:
Just out of curiosity, has anyone gotten a responce as to why Doc enhancers are using CM subcomponents instead of more of our old subs?In other words, why couldn't CM enhancers use CM subcomponents and Doc enhancers use Doc subs or am I overlooking somthing very basic here?
Nope, no answer on that one. I dont even know if the devs got asked that question.
But my guesstimate:
Old doc components have low charges, while old CM components have high charges post-CU. And instant stims are meant to be an emergency item to avoid incap, and with a 60 second reuse timer they wont get used very often. They have low charges.
Enhancers on the other hand have a much lower reuse timer, yet are supposed to last for "two gaming sessions", whatever that means. So they need a lot of charges. That is why I think they used high-charges CM components as subs for those.
More than likely, the millions of credits current doc crafters had invested in resources for subcomponents were of secondary concern to the devs.