Doctor Archive
Thread: Dev Response to Top 5 Issues for October
Zarlor wrote:FInally got permission to get these posted.
#2 It has been decided for now that mind healing is going to stay with Combat Medics. Combat medics have been in need of another unique healing ability, and they feel this fits the bill nicely.
#4 Currently they are thinking they will go ahead and leave the variation as is, but enable us to overwrite existing buffs. There is the problem of determining which buff is better (is 500 strength, 3000 duration better than 750 stength, 900 duration?). But, they expect to figure something out there. (Anyone have any suggestions?)
Thanks for passing the word along. Very nice to have reply so soon, although it would've been very nice if their response were more concrete.
As for Mind Heal just for CM, I though as much, although I definately do not agree that CM were ever in need of another healing ability. From most of their post in general forum as well as CM forum, it seems to me lot of CM (not all, but vast majority) feels that CM is all about doing damage and not about healing. First thing out of CM's mouth when complain about poison/disease is compairing DPS with Commando/BH and it is still my feeling that no profession should excel at both healing and doing damage.
But enough about CM. I think that issue will work by itself soon enough.
As for buffs, my vote is that I'd rather have higher buff over write lower buff regardless of duration.
Gunman21 wrote:
Personally? I'm glad we don't have mind heal. Just two less resources we have to worry about collecting. That, plus the 40 wounds. Thats HUGE! Even if we were given the ability I'd never use it because the wounds would screw me!
Maybe a lot of the combat medics who went after master doctor will re-think it and go CM/Entertainer. hehe.
Elzaa wrote:
#4 Currently they are thinking they will go ahead and leave the variation as is, but enable us to overwrite existing buffs. There is the problem of determining which buff is better (is 500 strength, 3000 duration better than 750 stength, 900 duration?). But, they expect to figure something out there. (Anyone have any suggestions?)
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I don't understand this. Are you saying that they are going to allow us to overwrite buffs but if we do the duration will be worse? I don't get what you are saying...
No, comparing 2 seperate buff packs, which is better. 500 strength with a 3000 duration? or 750 strength with a 900 duration.
I don't think this is *that* much of an issue because if someone is going to reapply a buff it will likely be the same doctor trying to make up with a bad roll from the same enhance pack.
Elzaa wrote:
i don't even see how this is an issue.. why would SOE even have to think about that? I don't see how that is even related to reapplying buffs.. Maybe i'm just stupid but i don't see why this "issue"(having to choice between buffs) was even brought up
Re-reading my reply I wasn't particularly clear, so lets try again
If a doctor applies an enhancement on somebody and "rolls" a 300. he could then try to re-buff the player to get a better "roll". say this time he got a 500. Since these were from the same pack, they'd have the same duration (lets say 1000), so there is no question that the 500 for a 1000 duration is better.
Lets say another doctor comes along with a different enhance pack with a 5000 duration and tries to apply a buff to the already enhanced character. He rolls a 450. The question now is, how does the game determine if a 450 for a considerably longer duration is better than a 500 for a shorter duration?
Does that make more sense?
#4 I thinkthe easiest solution is just to have it overright the effect if it is higher. I personally would rather have the higher effect and rebuff again if needed rather then just have a realy long low effect buff.
How about they make first aid be able to cure part of the fire dot? So, whenever they get around to balancing first aid, master doctors can tend bleed wounds and fire dots the best(which is realistic) and it goes down from there. Besides, first aid realistically does apply to fire burns and such.
If that's not good, then they need to make a specialized fire dot pack which would go under the /healstatus command like Dizzy packs and Intimidate packs, etc. This would make sure that it would be on the same par as every other status effect like it should be already.
However, something needs to be done about this sooner rather than later.
As for the rest of it..hey..at least they actually responded.
My take on the buffs issue is leave it as a random effectiveness and duration, but make it so you can rebuff the same stat twice to max out the time and effectiveness. What I mean is lets say I buff myself with Health D pack and I get a 808 Buff(Very weak), the duration can be whatever amount. If I buff Health again, This time I get more health added to the 808 but at a maximum amount(like I cant exceed 3K). We know buffs can do 2500+, so why not make the first buff a random amount, a chance you clear 2500 say, and if you dontget a high amount, you can do it again and add to the first buff but with a max limitation of around3K. In a nutshell, why cant I just lay a buff on me on the same stat 3 times until I max it out at a certain number? Im not saying make it so you can stack buffs on top of each other, just enhance stats more then once if you end up with a weak buff the first time up to a certain limit. Just a thought