Doctor Archive
Thread: New issues to add to top 5 vote threrad (updated March 13)
1. Getting tossed from PUBLIC buildings because of TEF. Like someone else in this thread said, we should not get tossed from a building due to TEF unless it is private or has an access fee.
2. Our ability to cure diseases/poisons is not efficient enough to even remotely counter a CM, especially when us doctors have no mind to cure ourselves. Perhaps a solution would be to make cures for poison and disease have no mind cost at all to at least give us a fighting chance.
3. We need some kind of medical bag or the ability to use meds stored in our pack. Right now if I have /healWound and /healDeamage on my toolbar, they will give me the "No valid medicine found" error if my meds happen to be in my equipped backpack. Inventory management for medical professions as a whole is challenging.
this is my fist post here. but i have noticed several peeps posting that we need some kind of bag to use meds from. but you CAN use meds from a back pack. put the stim or woundpack in your tool bar. from there you can put it in any pack and the system will know where it is and use it. only time you have to worry is once the uses are up. but in combat most times your gana be dead before that happens. so ya just make sure you have a full pack in your tool bar. i have used it this way for quite some time and it works quite nicely.
WereWulfen wrote:this is my fist post here. but i have noticed several peeps posting that we need some kind of bag to use meds from. but you CAN use meds from a back pack. put the stim or woundpack in your tool bar. from there you can put it in any pack and the system will know where it is and use it. only time you have to worry is once the uses are up. but in combat most times your gana be dead before that happens. so ya just make sure you have a full pack in your tool bar. i have used it this way for quite some time and it works quite nicely.
Yeah, I know that, but in battle if you run out of stim charges on the toolbar you have to go into your inventory and drag another one up there. In a big battle who has time to keep doing that?
What we are saying is make the /healDamage, /healWound, etc toolbar actions intelligent enough to use stims and medkits in an equipped pack.
To those of you who say you want heals without having the pac in your inventory, I put my actual stims and cure states pacs up into my F keys and then throw the pacs in my backpack and they work fine, even when they are in a cargo packet in my regular inventory.
I would agree about the cure poison and disease not taking any mind to heal, how silly is it that a CM can attack my mind but I have no mind to heal myself?
Other issues about hospitals giving more of a bonus than a 110 droid are very good ideas!!
Publish 7 didn't allow me to put bigger buffs over smaller ones today in Theed. The player and I had to wait out 20 minutes before I could buff her.
1. Worthless to not use my droid, medical centers need to have a reason to go there
2. Combat Queue and healing.
3. Too many different packs. Make it so a master doctor can use a single statepack that affects all states and a single woundpack that heals all wounds.
4. Make it so rezzes in SWG are like in EQ, so if you rez them, they get a box that pops up and asks them if they will take it or not. No more consent junk or atleast give consent some sort of UI.
1) AOE Cure
2)Mounted Healing
3)Doctors Pack useable at Master Medic or Master Doctor, or even Master Doctor's med Knowledge.
--Other then CM, name another profession that has to carry around 32 items as i now in they're inventory to be fully stocked for what they need to be ready to face out in the world. 6 wound packs, 6 buff packs, 4 (that I can remember right now) state packs, fire blanket, stim pack, and a crate of each of these for back up. Waaaaaay too much. The doctors med pack has been mentioned breifly before, but I think it's time we make this known as a serious problem. The doctors pack should be at least good just for one of each kind of pack we would need to use to at least half our load, should require certification to have, and/or be limited to medical items only as this pack would increase your actual inventory size.
Some ideas I have had that could improve Doctor's usefulness:
1. Mulit-State Cure Meds. I've noticed that some things pile on state effects like crazy. Nightsisters are a perfect example. An idea is a "multi-state" cure pack that would clear a character of dizzy/stun/intimidate/blindness with one application. This might make it possible for us to keep up with curing in a team. Maybe an idea for a Master Doctor benefit?
2. Disease/Poison vaccines. Instead of an AoE item (which seems to be the realm of CM's), how about a vaccine med that cures poison or disease and provides the player with a very short term immunity (or very high resistance) to poison or disease. The time would, I'm sure, have to be tested.......but maybe something on the order of 2 minutes? Again this would allow doctors to keep up with things that rapidy poison/disease ppl.....while also when applied to ourselves means we can actually cure instead of just trying to keep ourselves alive. ![]()
2a. Wound HoT's. A second alternative to the above. Instead of a vaccine granting immunity, maybe it can provide a "Heal over Time" to all stats so that players do get diseased or poisoned they can "wait it out" until we get to them. Again making it short duration, possibly only slightly longer than the option above (5 min or so).
Anyway just had these thoughts from my experiences teaming thus far. Just tried to think of some things that would help us out while still keeping the theme of the "Combat Medic" as the battlefield healer intact. In fact with the above...aoe cures might possibly even be able to be given to CM's (shorter rangeand weaker than damage healing) while still maintaining our usefulness. And this would make people who go the Doc/CM route the ultimate team support player. Not sure though,guess all that would have to be tested out fully.
In addition to all the good issues raised above, I thought I'd add:
- Buff timer / UI icons disappearing after a log (whether intentional or not) so you have no idea how much time you have left on your buffs
- And let me put in my wholehearted vote for a "doctor's bag" of some sort. We're wayyy too limited in inventory space as it is considering all the crud we have to carry (buff packs, crates of buff packs for when those packs run out, stim packs - generally some lower level B packs for minor wound healing, plus Stim-Es for massive hits, cure state packs, wound packs, crates of wound packs for when the wound packs run out, res kits, etc, etc, etc), not to mention the annoying "no valid medicine found" problems encountered when trying to use something in your backpack.
- Not necessarily a doctor-specific issue, but one that affects doctors: Stomach not emptying upon death. Can't eat more bivoli to rebuff after death because "you're too full to eat that"
- Crucial resource availability. Giant peko pekos drop appx 25 units of critical avian meat, but other much smaller animals drop up to10x more carnivore/reptilian/insect meat?! Heck, I think even chubas drop more of their respective meat than a kaadu which is large enough to be used as a mount for pete's sake!