Doctor Archive
Thread: Doc Issues Sep.
I thought it was about time to update our issues list. I will grab a few more from other posts later today.
Wound Healing
Although the timer has decreased the amount healed is still way to small. We would like to see something in the 150 range per heal. Enough to heal a patient from one death in one shot.
Resucitation
Often fails even when /consent and faction alignment are all correct.
Agro
Although the amount has gone down it is still an issue. It appears that when you heal someone for X amount that amount of agro gets applied to all the mobs even if the person who is being healed is only doing single attack. Even though each mob has only done Y amount of damage to the person being healed the amount of hate from healing is based on the heal and applied to all the mobs. This results in a great deal of hate being created when multiple mobs are in volved. With single mobs the amount of hate appears to be fine.
Enhancer are not very useful
The only enhancer currently of any real worth is the B. Jab Enh. The reason for the others being of little value is that they only add a small amount of duration. Suggest allowing enhancers to be made which increase the power at a cost of duration or making enhancers which have a greater impact on duration. For example, if a be exp on power they could make a enhancer which adds up to 5% to the buff but will decrease the duration of the buff by 20%. So a doc using such a enhancer could buff health for a total of +15% but at a cost of duration of10 min. The other option is for a BE to craft an enhancer for longer duration which would result in a negative impact on power but would add time. For example, a doc using such a enhancer could buff for 1.5 hrs but only for +5% rather than +10%.
Rebuffing a group all the time gets old fast.
The current buffs have such a short duration (15 min for a. boost) that a doc seems to be constantly buffing the group. Suggest adding a skill at master that allow a doc to buff in an area, kinda like B. Stray but for buffs.
No cure for stasis or paralize. Nor any counter.
For debuffs we typically have a buff as a counter. For states we have stabilize. We would like to get a resist buff or a cure for stasis and paralize. It would also be nice to get something that cures roots and snares.
Pets count as group members
With a small max group count of 8 the addition of a droid will often not be allowed so that room could be made for a player. We would like to have droids/pets not count as part of the total group count.
Enhancers are a pain to use
Since there are no comands which use enhancers you have to select them directly or with a macro. This is difficult for several reasons. First, all the enhancers look alike when placed on a tool bar making selecting the right one challenging. Second, with the targeting system the way it is macros often miss fire.
Assist Healing often results in the wrong patent getting healed or a "target too far" or other error.
There are two issues at play here. First, the assist healing is more of a hinderence than a help. When targeting a mob it is nearly imposible to know who the mob is attacking. As a result you often wind up healing someone who does not need healing. If you detarget the mob to heal your self you waste time trying to reaquire the right target. The second issue is that in the last patch there is an auto target enabled that targets the mob that is attacking you. So if you planed to heal patient A by targeting them, if a mob attacks you the heal will go to yourself or if your slow and the mob starts to attack someone else after atacking you then the heal will go to whomever the current mob's target has become. For these two reasons we would like the assist for healing be removed or to have an option to turn it off.
Faction Standing
All to often a group is formed and there are people in it with various faction standing. As a result the Doc can not heal everyone or all the group members must find a recruiter to go on-leave. We would like to get a pop up window (like Jedi get) that allows a person to change thier standing upwards to match that of the patient. Another alternative would be to introduce a TEF style system that marks a players as being active in thier current faction stanting so that the current rules apply for as long as the TEF last. If the patiant has not performed any faction acts in the time of the TEF then they are not active in the faction and my be healed by others of a different faction standing.
Message Edited by Marrow1 on 08-29-2005 09:58 AM
Message Edited by Marrow1 on 08-29-2005 09:58 AM
Message Edited by Marrow1 on 08-29-2005 09:58 AM
Message Edited by Marrow1 on 08-29-2005 09:59 AM
1. Agro
They halfed the agro but doubled the healing so it balanced out the same as before. Also they need to fix BH mark agro from faction. Agro needs to be taken down another 1/3.
2. Rebuffing
Makes Master Doc buffs AOE so they can buff thier groups or make thier Buffs a group modifer stat like SL stuff so as long as your MD is near you the buff is in place.
3. Enhancers
I can have 80 or 150 augmentation and only have a 6min difference between a buff enhancer and base buff. If you can't increase the power more then have it decrease the cooldown or mind use. Or make the Enhancers do the buff in a AOE way. Also make using a enhancer with the enemy targeted target yourself like with base skills.
4. Cures
Outside of PVP and one or two areas of dungeons our stat cures are useless. If something is poisonous or diseased in thier name have it actually poison or disease them. Also if the NPC is a medic let that npc toss poisons or debuff. Not only would it reduce AFK players but would also make the game more interesting for the rest of the players.
5. Wound Healing
Needs to be speed up. Make it a infusion if you need to or give use a craftable that makes it an infusion.
Marrow1 wrote:
I thought it was about time to update our issues list. I will grab a few more from other posts later today.
Wound Healing
Although the timer has decreased the amount healed is still way to small. We would like to see something in the 150 range per heal. Enough to heal a patient from one death in one shot.
How much for basic wound heal, currently it's around 30-40, if it goes up to 50ish that would be nice.
Marrow1 wrote:
Enhancer are not very useful
The only enhancer currently of any real worth is the B. Jab Enh. The reason for the others being of little value is that they only add a small amount of duration. Suggest allowing enhancers to be made which increase the power at a cost of duration or making enhancers which have a greater impact on duration. For example, if a be exp on power they could make a enhancer which adds up to 5% to the buff but will decrease the duration of the buff by 20%. So a doc using such a enhancer could buff health for a total of +15% but at a cost of duration of10 min. The other option is for a BE to craft an enhancer for longer duration which would result in a negative impact on power but would add time. For example, a doc using such a enhancer could buff for 1.5 hrs but only for +5% rather than +10%.
I use Stabilizer Enhancer, Bacta Jab enhancer (that needs four different macros for thatto get around the "Invalid Target" bug), Endorphine Injection Enhancer and Nutrient Injection Enhancers. I only dabble in Doc but I do get a lot of use out of them. The extra chance to cure states, extra healing power and more duration on buffs is very useful.
Marrow1 wrote:
No cure for stasis or paralize. Nor any counter.
For debuffs we typically have a buff as a counter. For states we have stabilize. We would like to get a resist buff or a cure for stasis and paralize. It would also be nice to get something that cures roots and snares.
Paralyze, Concussion Shot and Stasis all break on damage, and you are regening mind while you wait. They dont need a counter at all.
Being able to heal roots and snares is very overpowered, every PvP'er would have whatever line of Doc it would be in, Jedi would take that line as well. No more Pistoleers or Carbineers in PvP as they rely on roots and snares.
Snares aren't so bad, the Root from Stopping ShotI have already proposed a change so they cannot be chained, Force Suppression has an immunity timer after the root and thats what I want for Stopping Shot.
Marrow1 wrote:
Enhancers are a pain to use
Since there are no comands which use enhancers you have to select them directly or with a macro. This is difficult for several reasons. First, all the enhancers look alike when placed on a tool bar making selecting the right one challenging. Second, with the targeting system the way it is macros often miss fire.
I don't have any problems using enhancers, but then I have a complicated system of macros set up to compensate for the difficulty in using them. ![]()
Marrow1 wrote:
Assist Healing often results in the wrong patent getting healed or a "target too far" or other error.
There are two issues at play here. First, the assist healing is more of a hinderence than a help. When targeting a mob it is nearly imposible to know who the mob is attacking. As a result you often wind up healing someone who does not need healing. If you detarget the mob to heal your self you waste time trying to reaquire the right target. The second issue is that in the last patch there is an auto target enabled that targets the mob that is attacking you. So if you planed to heal patient A by targeting them, if a mob attacks you the heal will go to yourself or if your slow and the mob starts to attack someone else after atacking you then the heal will go to whomever the current mob's target has become. For these two reasons we would like the assist for healing be removed or to have an option to turn it off.
I really hate pass-thru healing, I'd love an option to get rid of it.
Marrow1 wrote:
Faction Standing
All to often a group is formed and there are people in it with various faction standing. As a result the Doc can not heal everyone or all the group members must find a recruiter to go on-leave. We would like to get a pop up window (like Jedi get) that allows a person to change thier standing upwards to match that of the patient. Another alternative would be to introduce a TEF style system that marks a players as being active in thier current faction stanting so that the current rules apply for as long as the TEF last. If the patiant has not performed any faction acts in the time of the TEF then they are not active in the faction and my be healed by others of a different faction standing.
We get the pop up window if we use /drag. I always thought it was a bug that other healing actions don't call up the window that lets you flag your faction level upwards. Get that fixed and it will help in groups, but I dont think Rebel Combatants should be healing Imperial Combatants at all, same for Reb/Imp SF.
BadgerSmaker wrote:
I use Stabilizer Enhancer, Bacta Jab enhancer (that needs four different macros for thatto get around the "Invalid Target" bug), Endorphine Injection Enhancer and Nutrient Injection Enhancers. I only dabble in Doc but I do get a lot of use out of them. The extra chance to cure states, extra healing power and more duration on buffs is very useful.
Personally, the only enhancer I use is B. Jab enh. The rest are rather useless, IMO.
Curing states in general is a waste of time. The time used to heal them would be better spend healing damage or shooting something.
The amount of extra time given by enhancers on buffs is only 15%. When you think of the cost for the enhancer is simply is not worth it when you can always just rebuff.
Paralyze, Concussion Shot and Stasis all break on damage, and you are regening mind while you wait. They dont need a counter at all.
My general rule is that everything should have a counter. It brings in more tactics.
Being able to heal roots and snares is very overpowered, every PvP'er would have whatever line of Doc it would be in, Jedi would take that line as well. No more Pistoleers or Carbineers in PvP as they rely on roots and snares.
Bringing in a counter means people have to make a choice. For every pistoleer with a root there would be a % increase in docs to counter those roots. The idea that a Jedi would give up something in Jedi to pick up enough doc to get a cure for root is kinda far fetched. As for non-Jedi picking it up that would be great. It would make the battle more interesting to see folks rooting, cure, root, etc. Also the entire idea behind a skill point based game is make these kinds of hard choices (to pick up the root or to pick up the cure, choices, choices).
Snares aren't so bad, the Root from Stopping ShotI have already proposed a change so they cannot be chained, Force Suppression has an immunity timer after the root and thats what I want for Stopping Shot.
I don't have any problems using enhancers, but then I have a complicated system of macros set up to compensate for the difficulty in using them.
There should not be a need to set up a complicated system of macros just to use a enhancer. IMO, one should not need macros at all.
I always cure Intimidate, Blind and Dizzy. They actually do effect your combat skills, you can cycle the stabilizer enhancer with the recovery move to get rid of those states quite fast.
Stun is broken so you dont have to bother, oh the reason I use the stabilizer enhancer is because I only have basic Stabilizers so need all the help I can get to get it to work. ![]()
I get through quite a few stabilizer enhancers particularly from removing Intimidate from myself and group members, nobody likes intimidate.
With the buff enhancers, I just use the crates of converted packs I have, may as well use em up. I agree it's not worth crafting them for the boost you get.
I was agreeing that enhancers are too complicated to use, and that I shouldn't have to use four macros a move. ![]()
I think that the modifiers for Bacta Infusion are not being applied correctly. At least, the effect is much lower than the modifiers from other heals.
At Master Doc Level (HE=105)
increase w/ increase w/
Heal Base Heal 110 droid 1200+ enhancer
Bacta Shot 1530+434 (28%) ---
Bacta Jab 752+226 (30%)+394 (52%)
Bacta Infuse(per tick)280+14 (5%) +22 (8%)
BadgerSmaker wrote:
I get through quite a few stabilizer enhancers particularly from removing Intimidate from myself and group members, nobody likes intimidate.
Looks like a lot of duplication in effects that could either stack or mutually exclude doctor abilities. Either of which has negative side effects.
ObiQuixote wrote:
What do you think the impact of the squad leader changes will be?
Looks like a lot of duplication in effects that could either stack or mutually exclude doctor abilities. Either of which has negative side effects.
They can do regen or speed buff for the group, but not both at once, if they stack with Doc buffs it may be interesting.