Doctor Archive

Thread: The change I would like to see most for Doctors in the combat revamp

Marzuk147
Wed Sep 29, 2004 7:08 am
#1

I see doctors as wound healers primarily, because thats what docs do is heal, and we have 2 lines dedicated to wound healing, that give mods that say "wound" not buffing. Right now though, any novice medic can do just about as well as a doc for these things, so I think a few things need to happen.

Rate the med use of medicine based on a formula. Its silly that a 40/400 stim B is 5 med use, and a 40/400 stim C is 30 med use.

What further compounds how silly this is, is the trival amount of wounds most people incur. This is the main point of the post, so hopefully if nothing else, I get this across well enough. Docs NEED to have big wounds to heal, to have a purpose other than bieng a buffbot.

There are 2 ways to do this. Increase wounds dramatically - I see this as not bieng the ideal way, as it would be threatening to the players and viewed as a nerf and more hassel for them. The other way that I would prefer, would be for wounds to work more like BF. Already secondary wounds are almost like this, but id like to see it taken a step futher, where wounds do not effect you till you accumulate 500 of them in one stat. This would give doctors a purpose again, AND be convienant for the playerbase, instead of some absurd nerf that makes sure you are beaten all to hell every couple hours.

Some of my combatant friends couldnt get what I was talking about here, but I told them simply imagine that when you get a scout blaster, it did enough damage to 1 or 2 shot any creature in the galaxy be it a krayt or a nightsister or a gnort. How good would any elite combat profession be? Answer: It would be pointless, kind of like healing wounds is with a doc right now.
Kyodor
Wed Sep 29, 2004 7:13 am
#2

Why wound healing isn't important:

TKA Meditatino dabbling.



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Mmaxx
Wed Sep 29, 2004 7:39 am
#3

500 wounds in health or action is a solid black bar for me and I'm sure for most. there is a punishment for that... once the buffs run out, one spit from a butterfly incaps you.
Marzuk147
Wed Sep 29, 2004 7:54 am
#4


Mmaxx wrote:
500 wounds in health or action is a solid black bar for me and I'm sure for most. there is a punishment for that... once the buffs run out, one spit from a butterfly incaps you.





Thats my point, you wont let this happen because of the current system. If it worked like BF and accrued in a seperate pool where it didnt effect you till a certain point, then people wouldnt run into town after every buff session to get 40 wounds healed.

The only significant wounding I see is from disease, and from PvP. Now, given that disease is kind of rareish in PvE, Id think its going to stay that way, increasing disease to increase wounds would just be viewed as a nerf and an annoyance.

Its kind of like why is it that I can make wound meds that heal up to 1000 wounds, when no one ever has over 200 mostly? 200 wounds = novice medic can do that with a good Wound B.

EDIT:

As for TK meditation dabbling, not going to even comment on that. It would be viewed as a nerf to change it, thus half the playerbase would hate me for suggesting anything about it.

Message Edited by Marzuk147 on 09-29-2004 11:55 AM

Marrow1
Wed Sep 29, 2004 7:57 am
#5

I am not sure from your post that you understand how wounds are capped. Forgive me if I am mistaken.


Wounds are capped at the players base stats (pre buff)- encubrance. For example, if a person is has their quickness migrated down to only 500 and they are wearing comp armor that has an encombrance total of over 500 then they will never get a quickness wound.


This is why you rarely see secondary wounds anymore. Most people have all thier stats move to max your their mind pool and then with the left over points they add to health and action leaving the secondary's for health and action at the mins.


Their health and action base stats are still often rather small. Since you can only aquire as many wounds as your base stats the number of wounds one can get will also be rather small.


With all that being said, I am not sure that I want Doc's to be the only effective wound healer. I think medics can do a find job of healing the wounded/damaged. I see the skill as being low lvl and would rather Doc's focus on higher lvl meds.




__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Marzuk147
Wed Sep 29, 2004 10:19 am
#6

"I am not sure from your post that you understand how wounds are capped. Forgive me if I am mistaken."

Yes I know that wounds are capped at the value of your stat. This is just part of the problem with the way stats are currently migrated. However, even if people had large primary and secondary stats (without bieng buffed) they would still come in constantly to have small wounds healed - because having those wounds is too harsh on preformance. Note all the references to have it changed to operate like BF, which is not limited by your stat migration and does not effect preformance until past a certain point.



"With all that being said, I am not sure that I want Doc's to be the only effective wound healer. I think medics can do a find job of healing the wounded/damaged. I see the skill as being low lvl and would rather Doc's focus on higher lvl meds."

I never said that I want docs to be the only effective wound healer, only that I would like docs to be able to do a better job than novice medics, who only spend 15 points, and have no specialization in the area of wound healing, where as doctors have two entire trees devoted to it.

You may see the skill as bieng low level, but truth be told, wound Es which can heal over 1000 wounds with ease, are 90+ med use, how that is low level I wouldnt know. When you say you would rather Docs focus on higher level meds, face it you mean buffing.



Look at it this way, if they removed buffing, what would doctors do, aside from crafting some B level meds mostly? If I want to heal wounds right now I can just use novice medic and plug away with some Wound Bs. What can I say, I guess Im one of few docs that want to actually HEAL PEOPLE, and thats what docs heal are wounds mostly.
SakeO
Wed Sep 29, 2004 11:01 am
#7

The one thingI would like to see is to have doc buffs brought in line with entertainer buffs. Replace the power with a percentage of the original stat dependent on the letter type of pack. (A=20, B=40, and so on). The resources and experimentation can still go into med use, duration and charges. Clothes, droids and foods could still work similarly capping out somewhere shy of 150% of the base stat.


This is with the assumption that stat mins and maxes will be fixed as well. This would reduce buffs enough, especially to secondaries, where the high resist armors would actually have encumbrance and an unbuffed character would have a bit more of a chance in PvP. With primary stats around 2k and secondaries around 1500, armor encumbrance would be a serious consideration making armor a less obvious choice.


SakeO
Marzuk147
Wed Sep 29, 2004 11:09 am
#8

If they nerf it such that doc buffs are equal to entertainer buffs, then IMO our resources should be equal to an entertainer - nothing, just an ability that a doctor gets.

Keep in mind that you can buff a FULL group with 1 entertainer buff, in 8 minutes or so, and use no resources doing it. Its so easy that Entertainers are using AFK macros to do it in all of the hotspots.
SakeO
Wed Sep 29, 2004 11:49 am
#9

True enough about the ents but, they really only have 3 even remotely saleable skills and none that can be done in combat. Taking power out of the crafting equation wouldgreatly relax the quality of resources necessary.


SakeO
Rolassk
Wed Sep 29, 2004 2:22 pm
#10






Marzuk147 wrote:
Rate the med use of medicine based on a formula. Its silly that a 40/400 stim B is 5 med use, and a 40/400 stim C is 30 med use.

What further compounds how silly this is, is the trivial amount of wounds most people incur. This is the main point of the post, so hopefully if nothing else, I get this across well enough. Docs NEED to have big wounds to heal, to have a purpose other than being a buffbot.




Personally, I think a little work needs to be done with the med use on Stimpacks, but all levels should remain entirely usable by a master medic or less (since injury treatment/speed are entirely within the medic profession)

Stim A's are nearly useless and should continue to be MU 0 (anyone)

Stim B's are the norm but I would like to see this bumped up to MU 10 (with no experimentation allowed and always initially assembled at MU10 thus requiring at least Pharmacology I)

Stim C's are only slightly more powerful then B's and should be dropped to MU 21+ initial assembly (requiring an exp point on Med Use to get down to 20 or lesstobe usable atPharmacology II)

Stim D's are pretty potent and should come in at MU41+ initial assembly (like they are now)
Stim E's should become MU 50 and experimentation would have no Med Use linelike B's (requiring a Master Medic and up to use)

Wounds
Wound A's should remain MU 5
Wound B's
should become MU 31+ initial assembly (this would give a usability for Pharmacology III in my personal revamp, providing an experimentation point was used on Med Use lineto get it down to MU 30)
Wound C's should become MU 55 with no Med Use experimentation (thus requiring a Novice Doctor to use)

Wound D's and E's should be removed from the game (perhapsadd an Action Wound Set C / Health Wound SetC which would be equal in power to a C pack but require 3x the resources and these Set packs would cure the primary and secondary bars all at once)

I believe that the power of Stim B's and Wound B's along with a Novice Medic MU of 5, are hurting non-Novice Medic/Doctors serviceability in the field. You don't need a Doctor at all to come with you for PvE/PvP (1% decay isn't a big deal, and rarely are you poisoned or diseased so badly that you have to stop and find a doctor to heal you)


Also this is entirely based on current pre-combat revamp stats, who knows what buffed HAM levels will be like in the revamp... If they are nerfed to say 1500-2000 I could really only see use for current Stim A-C's and Wound A-C packs. The others would be too powerful and a waste to use.


Any comments?



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Slash_DPC
Wed Sep 29, 2004 2:42 pm
#11



Rolassk wrote:


Marzuk147 wrote:
Rate the med use of medicine based on a formula. Its silly that a 40/400 stim B is 5 med use, and a 40/400 stim C is 30 med use.

What further compounds how silly this is, is the trivial amount of wounds most people incur. This is the main point of the post, so hopefully if nothing else, I get this across well enough. Docs NEED to have big wounds to heal, to have a purpose other than being a buffbot.

Personally, I think a little work needs to be done with the med use on Stimpacks, but all levels should remain entirely usable by a master medic or less (since injury treatment/speed are entirely within the medic profession)
Stim A's are nearly useless and should continue to be MU 0 (anyone)
Stim B's are the norm but I would like to see this bumped up to MU 10 (with no experimentation allowed and always initially assembled at MU10 thus requiring at least Pharmacology I)
Stim C's are only slightly more powerful then B's and should be dropped to MU 21+ initial assembly (requiring an exp point on Med Use to get down to 20 or less to be usable at Pharmacology II)
Stim D's are pretty potent and should come in at MU 41+ initial assembly (like they are now)
Stim E's should become MU 50 and experimentation would have no Med Use line like B's (requiring a Master Medic and up to use)

Wounds
Wound A's should remain MU 5
Wound B's
should become MU 31+ initial assembly (this would give a usability for Pharmacology III in my personal revamp, providing an experimentation point was used on Med Use line to get it down to MU 30)
Wound C's should become MU 55 with no Med Use experimentation (thus requiring a Novice Doctor to use)
Wound D's and E's should be removed from the game (perhaps add an Action Wound Set C / Health Wound Set C which would be equal in power to a C pack but require 3x the resources and these Set packs would cure the primary and secondary bars all at once)
I believe that the power of Stim B's and Wound B's along with a Novice Medic MU of 5, are hurting non-Novice Medic/Doctors serviceability in the field. You don't need a Doctor at all to come with you for PvE/PvP (1% decay isn't a big deal, and rarely are you poisoned or diseased so badly that you have to stop and find a doctor to heal you)

Also this is entirely based on current pre-combat revamp stats, who knows what buffed HAM levels will be like in the revamp... If they are nerfed to say 1500-2000 I could really only see use for current Stim A-C's and Wound A-C packs. The others would be too powerful and a waste to use.
Any comments?





I pretty much agree w/ what Rolassk has to say. That looks like a good plan.





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Catjusha
Wed Sep 29, 2004 3:35 pm
#12

Interesting points, but why not make MU requirements dependant on the strength of the heal/woundpack?


Healthpacks could be MU = Healpower / 20 which would equal in low grade 100 hit B stims being able to be used by novice medics

Woundpacks could be MU= Healpower / 10 which would equal in low grade 50 hit B wound heals being able to be used by novice medics


I'm not fixed on the numbers here, it's just an idea.


Cat
Rolassk
Wed Sep 29, 2004 3:49 pm
#13






Catjusha wrote:

Interesting points, but why not make MU requirements dependant on the strength of the heal/woundpack?


Healthpacks could be MU = Healpower / 20 which would equal in low grade 100 hit B stims being able to be used by novice medics

Woundpacks could be MU= Healpower / 10 which would equal in low grade 50 hit B wound heals being able to be used by novice medics


I'm not fixed on the numbers here, it's just an idea.


Cat




That could be feasible if everything else in the game was similar like weapons/armor. Which I do recall a DEV or two speaking that they would like different levels of the same item ingame with the combat revamp (i.e.a beginner T-21, intermediate T-21, expert T-21, to use the more advanced you would earn the cert further into the profession).


But I don't like the idea for two reasons...
1. It would turn the crafting professions into custom orders only (just imagine if you had one customer who spent 15points in medic needing entirely different products made then a medic who spent 25 points in the profession), and it would happen becuase a novice profession would want the best products they could use, anywhere in between would want the best they could use up to master.


2.It takes away from one of the key factors about the game, dabbling. It would promote thinking into players mindsthat master is the only way to go, because anything less only gets to use crap (even more-so then it already is thought of).

Once you get a cert you should be able to use the best there is of that cert IMO.

Message Edited by Rolassk on 09-29-2004 06:54 PM



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
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All warfare is based on deception -Sun Tzu
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