Doctor Archive
Thread: Small Stimpack B = Healers' Bane
Its really a question of how people play. Alot of combat types like to have at least Novice Medic so they can heal themselves, at least a little.
Myself I make money being the support guy in hunting groups. I make my own meds but buy all my Factory Crates & resources since I dont play the game enough to support the use of Harvesters and Factories etc.
People may fight over the highest quality stim B's, but its still no match for a good Doctor how can heal 4x better, 4x faster and with the added bonus of Buffs & Wound heals.
destinycalling wrote:
Personally, I'd rather make money by directly applying my skills in a group while doing missions rather than indirectly selling my skills in the form of stim B's thus precluding the need for a healer in a party. Maybe I am just being selfish but I would like any successful party to NEED a good healer.
All party need a good damage healer, but doctor isn't any better damage healer than Master Medic.
Most base profession are not all that much useful compair to the advanced profession that lead to it.
Master marksman are not all that great, neither is master artisan, master scout, master entertainer.
Except Master Medic.
If you want strictly a damage healer, Master medic is pretty much all you need. CM is much much better, but Master Medic will do in a pinch.
Heck Novice medic with Pharma 4 will do rather well.
It is very easy to reach good damage healing, and I understand that. After all damage healingdirectly relate to survivability of the party or solo, Itdirectly relate to downtime and basically theenjoyment of the game. So Dev had to make it very accessible.
If you want to be good at healing damage so more group would want to take you along, go CM. You'll love it. Doctors can be great healer in group, depend on how you play it, but by and large doctor's role seem to be staying in city making stimps and buffing people and healing wound (which only happen when you clone without insurance anyway or in PvP which revolve around the city)
So I think what you want is not raise the med use of Stimp-B, but make doctors more needed as damage healers, which we are not.
My opinion on this is pretty much purely selfish. Selling Stim Bs with good power is basically the only way i make money now (wound pakc Bs also to some extent). We complain hard about how hard it is to make money as a doctor or medic, let's not take away what I have found is one of (if not the) best avenues for money.
Holliday
destinycalling wrote:I suggest this is a doctor issue because we are the ones making these stim B's and we are the ones that should be able to full heal.
If using identical stimpacks, a master medic heals damage every bit as good as a master doctor. Doctor skills lie in other fields (state cures, enhances, and massive wound heals). Further, Every Stim E I've ever made (that would be like 20), has always been usable by a master medic. I think If I really tried I could get one down to needing Diag IV, but I doubt it would be better than a D pack at that point.
I think that Stim A's should require nothing to use. Stim B's should require at least pharm 1. Toss in an Experimentation for required use and you'll effectively lower the healing output/uses by lowering the required medicine use.
However, even though we can fully heal health and action in one application, it fall short because the mind is the equalizer in this game. Having that one pool that can't be healed makes all the difference. I was with a couple of people on Dath last night fighting Nighsisters. We were doing fine until they started getting hit in the head. I pumped out the healing but it didn't really matter once they had no mind...
Heh, sorry i went off topic a bit...had to get that off my chest...
For a stim B at 40/400, which is better than a regular stim C just about, I find it odd that a stim C takes 30 med use, but a stim b only requires novice medic.
If they did something like added slightly to med use for adv stims, that would be optimal, providing a sliding scale on pharm and its usefullness, and evening things out overall.
Imagine.. any component that adds power, should add to the difficulty to use.
Adv liquid +5 med use
Adv chemical +5 med use
Adv solid +5 med use
This would give most meds +10 from adv components, make the med use from master doctor worthwhile, and make the most advanced stim B's fall at 15 med use which you would need pharm II for, adv liquid only would take 10 med use for pharm I.
I dont see how this is anything but logical, but I guess logical doesnt count for anything in this game.
That's actually a pretty good post, Marzuk147. Enough to convince me (I was kinda divided before).
I also kinda like the idea of Stim A's being used by everybody (hey, anybody can go take Tylenol and use a band-aid). Have Stim B's start at 5 MU, +5 for every advanced componenet. Put that addition onto all stims. Sounds really good to me.