Doctor Archive
Thread: Devs Answers to My 3 questions.
Healing infusion lasts for about 30 seconds for Doctors, I think. I didn't check 'cause I'd already logged out before I read that message. It heals about 150pts give-or-take for about 8 or so attempts. Maybe more.
Still, we're nothing compared to a Jedi healer.
1.5 <--- Working as intended?
Dapu wrote:
Excellent post!
I agree that more communication would help very much, too. The only answers we have are from the 3 questions to the devs by Marrow (which was greatly appreciated on his part, but it would have been nice if the devs actually answered them). All they keep saying is "This is working as intended."
Well, what the heck are their real intentions, then? Why don't they tell us how the system is supposed to be working?
Sadly those were the correct answers until we prove the devs wrong. We are not the strongest 1:1 healer dispite what we do. Enhancers are freaking worthless. I have yet to use any cure pos / dis, state effects, or bleed removers. Revive is all borked to heck.
Until we get solid info and present it in a way to makes sense, the devs are going to continue to give answers like that. The thing thats frustrating for me is everyone is still hung up on freaking crafting rather than getting solid evidence that Doc is not working correctly.
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.
Becta Jab was not intended to be a powerful heal, it was ment to be a quick low level heal. Doc has been balanced based on it ability to heal damage/time using several different types of heals.
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.
The regen buffs should make the skill points worth while
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.
We chose not to give free exp to avoid afk play. We will not be going against that goal.
We will not be doubling the Med exp.
I can not express how utterly unempowered I feel at this time.
I would comment further but I am going to go for a long run with my dog and try to burn off some of my anger and frustration. My only good news is that the Respec is still available.
I don't know whether to /burst into tears or /laugh.
Since the above post speaks for itself, I will simply repost it in all its utter stupidity:
The regen buffs should make the skill points worth while
Message Edited by Barco on 05-02-2005 09:26 PM
So devs - nerf macros not emasculate non combat drs.. Sweet f*ing Lord - how can they just not get it so bad?
Marrow1 wrote:
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.
We chose not to give free exp to avoid afk play. We will not be going against that goal.
We will not be doubling the Med exp.
I can not express how utterly unempowered I feel at this time.
I would comment further but I am going to go for a long run with my dog and try to burn off some of my anger and frustration. My only good news is that the Respec is still available.
Message Edited by Beladan on 05-02-2005 09:46 PM
Well........that just goes to say how much the dev's care, or howwell thought out this process really was.
At least it help me to make up my mind about keeping Doc or respect it. Humm, now to decide what goes well with Rifleman.
Message Edited by Dawgypoo on 05-02-2005 11:01 PM
This is what we did, Suck it up, doc will almost be as hard as jedi to get xp now.
Marrow1 wrote:
The regen buffs should make the skill points worth while
McRibs wrote:
even before this double xp week i was getting a good 6000-6500 per gurk. It really just depends on how large your group is. Another key is not to have any attack set as default and just heal a person who is attacking the critter to get full xp.