Doctor Archive
Thread: Big List of Doc Issues for September (Discussion only)
I took a lot of time to try to write this please read I tried to be smart about it:
I think it is prefect were it is. It's at the top of a tree wear it belongs. I feel vert strongly about this. I am tired of all these nerfs. leave it alone it is fine. If you want to fix something fix the bugs. This is fine the way it is. I am tired of every proffesion I take on getting changed all around.
I am workin on Doc/Crabine and I like both classes very much. I am a veryslow grinder and I plan on going up the res tree first so I have something of value while i work on all the other boxes. No one values me as a doc unless I can res, it's what all the big groups want. Atleast this way I can have a way to make real money as I slowly work on all the other tree's within doctor. Please understand this. I will have to do a lot of work to get to it and dang it I have done a lot of work already to get to it, if this is changed it may be months before i can use this skill, and I think latley I have been more then a casual player. I play like 4 hours each night. I don't try to uber grind and this change would just force me to do that and make things very boring. besides I can't make good res kits till I am master from what I have been told so it only gives you docs a really great way to make money. Once I am master doc I can make my own awsume ones. So master docs who like to sell meds you may just nerf yourself.
I think it was designed very intelligently and I really hope it doesn't get nerfed. These constant changes are really driving me nuts. I love this game.
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Regarding 36. I believe that putting a crafting staiton inside a medical facility will only nef DE's. This is one of the only viable things they can sell right now. It is the #1 reason i buy bots. I like to grind while I heal. In the hopsital is the ONLY time I grind for the most part. Be aware of other classes when you request changes. I think DE would be very upset by this and they have been heavily nerfed already.
Re: #36 I don't see that as a Nerf to DEs at all. A crafting station put into a hospital would only be a Public crafting station, so you wouldn't be able to make anything above a B pack with it. Very limited. At any rate, the issue has been around and suggested since Beta so i don't think it wil go away.
I would add that there are actually a few of these "issuse" I don't agree with at all, either. But I just compile the list. It's not my job in making these lists to not include thingsI don't like, in fact that would be a deriliction of my duty in that respect. Just so you know.
If you don't like an issue when voting time comes around, don't vote for it and maybe you can keep it out of the Dev's Radar range.
(Assuming they see anything here anyway, which is rather debatable, IMHO.)
I am more than willing to accept that Entertainers are the only ones able to heal mind WOUNDS, but something needs to be done on the battle field.
I can get attaced by focused mind shots, every player can. Incapacitation can result from mind attacks, and mind bleeding.
Right now there is no counter for this. In my humble opinion I belive that balance must be restored for this. I don't care how its implemented, entertainers could be given skills to heal mind damage, entertainers could be given items to craft like mind stims, or pills or something of that nature. What I would really like to see is the stims we have be able to heal OTHERS mind, and what mind is healed be added to the mind HAM cost of healing, so people couldn't abuse this skill.
all the other issuse are valid, but to me, the mind heal issue tops the list.
and on a slightly less positive side note: isn't this list simmilar to our first list? did the devs just /ignore us healers?
Everything looks good except for the healing mind damage part.
The simple fact is that average person does not fully utilize all resources available to them before heading out on the battlefield. I have a Master Rifleman / Master Creature Handler on one server and a Master Doctor / Master Combat Medic on another and know fully well how combat works and how to be at peak effectiveness. The problem is not that medics can't heal mind damage (I hope they *never* can, as it is play-field leveler), and my only complaint is that Master Dancer/Musician mind buffs do not last as long as they should--they often wear off even before you can get out of the city.
Even without the entertainer mind buffs, with doctor's buffs, Muon Gold & some Master Chef mind food/drink, the only thing that can stop any of my characters while soloing or my groupmates on a raidis the KD+dizzy combo.
So, not to anyone in particular, but: LEARN TO PLAY THE F'ing GAME!!
perfect list, just about what needs to be covered to fix the class =)
as for Enhance Packs and stuck HAM:
when buffing others - I have yet to see annomalities in how the HAM scales and gets damaged - seems to work.
when buffing myself: 100% of the time it's not working, they scale wrong (say i have 600 health/action and 1000 mind, I H/A buff me for 1k each giving 1600.. H&A will scale up to 1000 and the 3 bars will be leveled like they're all at 1000, pressing CTRL-C shows that H&A are at 1600, though - 100% reproducable, using Enhance B's).
stuck stats: I buff myself in med center or out in the field usually, 4 out of 5 times I end up with a stuck HAM bar - getting damage from mobs wont show any overhead damage above my head anymore, doing specials wont show any HAM cost above my head either anymore.
I *think* it might be related to crossing zoneborders and the generally VERY VERY shoddy behaviour of the game when doing that (i know at least 95% of all players had items vanish on them that they just bought of a vendor and then took a shuttle/crossed a zoneborder).
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One thing is missing, alas:
NEW: Skill Enhancements not working/not consistent/screwing up your stats.
I recently aquired a Bio Engineered Smock with +16 Medicine Use, +25 Wound Treatment, +25 Inurjy Treatment. When equipping it, my Wound Treatment skill shows +60/+85 - I have yet to see a 'real' change in my wound healing/buffing effectivness. Same goes with Medicine Experimentation +10 - it's not giving 1 more point to experiment - same goes with Medicine Use +25 - a Novice Medic with a +25 skill enhancer (giving him Medicine use +5/+30) still can't use a Stim C that's experimented to sub 30. All in all, I 'severly' doubt ANY skill enhancements work at all in the whole game - and it's highly annoying.
And the real bug now is that if you keep your Smock no when you log out (alas while you have +60/+85) and log back on.. you will be back to +60 WITH your smock equipped (or any skill enhancer for the matter), but when you unequip it, your skill will go to +60/+35 instead. Shoddy coding.
i have a few things to say here.
(1) most doctors have droids with crafting stations built in. This eliminates the need for a crafting stationinthe med centers.
(2) i think it would be a good idea if they made it so you could declare yourself on duty in a medical center and have no tef for healing, but if you heal outside the med center aquire the tef. If you werent declared on duty in the med center then you would still aquire a tef there from healing. Also a player that is declared on duty could be free from faction restriction.
(3) i think it would be nice if you could stack stims and other healing supplies.
(4) the complaints about money are unjustified in my opinion. i have been playing for two months now and i am never in need of money. i am currently making thousands of credits daily. i dont think the game was designed for you to become a master doctor in one day.
Ok, I've added in under TEF issues the possibilities of of Med Centers as no-fight zones or for registered healers to not incur TEFs there. There may be some exploitability there, though.
I've also NOT added an issue #52, I just rolled that up and expanded Issue #30 to include more of the SEA issues.
Wow what a thourough list! As I was reading it I was mutturing uh huhs and oh man I'm not crazy !!
My biggest issue is really just the inability to heal someone when they're clearly in need of it !! I thought I was going crazy ; with the wound packs in my inventory and the msg 'you are now ready heal' I couldn't get it. Low and behold I see it in your list!!
Great Job !!
Few comments...
Factories appear to be fixed. *CHEER* This is no longer my #1 issue. I say appear to be fixed, as they were working fine when I logged out. Stealth 'hot fixes' or incomplete testing my sneak in and I could find out that they are indeed still broken. Let's all hold our breath.
New bug appears to have appeared. Enhancements will disappear when you log (Or zone as I've heard) yet the timer will still be there. So basically you can't buff yourself until the timer runs out. This is unconfirmed, as I haven't had a chance to double check, but I DID buff myself with a CON pack for 1000 and then had to log out. I logged back in and it was gone, but I couldn't buff myself (Said I already had an enhancement) So either this is a major bug, or a minor one where the buff is still there but you can't see it.
Problem with no fighting in med centers is that they'd become a refuge den and used to exploit. Imagine 5 rebels(or imps) in a med center, they pop out, shoot up the town, and pop back in. I WOULD like to see the med center as a peaceful place, but I'm not sure what a viable solution would be.
Finally, I think mind damage is now the #1 priority. I didn't fight much before I got master doctor, but now I'm pvp'ing some and even after I buff my mind with food and muon gold (Slightly less than 2k mind) I STILL go down fast with eye shots. This is horrible, I died in 5 seconds. My partner died just as fast with a composite helmet protecting him. And there was absolutely nothing I could do as a master doctor. I felt so worthless.
Let us buff mind, or make eye shots do damage to the health bar, but this needs to be addressed. Sad to say, but this is more unbalancing than a novice marksmen imperial with 3 at-st's. ![]()
-A
ps: I'll keep an eye on the factories, make sure they are confirmed as 100% working.
1. Factory Problems : Working mostly fine as of 9/4
subcomponents from crates : Working fine as of 9/4
producing 100 items at any given time : Fixed as of 9/4
factory sends all email to the Factory owner : Not changed ![]()
Not to mention the exceptionally slow rate of production in a factory : Still slow.
3. Mind damage.
Not gonna happen. Holocron addressed it here (Sept 4.)
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=476570#M476570
4. Enhance Packs.
Some report of buffs poofing when crossing the zone/boundaries. didn't happen to me yet since patch so I can't verify
6. Experimentation Issues
Still very very very bad, especially with anything that has high complexity. It seems like complexity if the real % change of failure and not the risk number.
9. Master Doc Benefits
This is becoming more and more of an issue I think. Lot of disgruntled masters out there. Don't matter to some who is more of a crafter than a healer, but matters more to those tho are on a group healing.
17. AoE Cure State Pack
Another thing that bug me is that it seems like atleast for now it doesn't matter what resource you use for cure poison/disease pack. They don't have any stats to indicate the strength of it.
23. Correspondence Response
this one is driving me creazy too. fast becomming number one issue I'd say
35. Medicine Use Skill Granularity
I'm for increasing the medical use skill if they are not planning on giving us more stuff.
"(2) i think it would be a good idea if they made it so you could declare yourself on duty in a medical center and have no tef for healing, but if you heal outside the med center aquire the tef. If you werent declared on duty in the med center then you would still aquire a tef there from healing. Also a player that is declared on duty could be free from faction restriction."
This is probably the best solution to the problem I've ever heard. The primary reason I don't think there has been a fix yet is because it's easily exploitable: A doctor in combat (or pretty much anyone with novice medic) could run to the med center the second they started losing in a PvP fight, and start healing someone to gain invulnerability. Your idea, combined with not being able to go "on duty" if you were involved in combat within, say, the last 5 minutes or so, would be a foolproof fix to the problem as far as I can tell. Maybe even combine it with the /registerwithlocation thingy, so if you register at a medical center, you are able to heal anyone regardless of faction and at no risk to self.
Great list compilation as always Zarlor. The only item I can think of that seems to be missing is "Be able to keep exceptionally good correspondants in office as long as we want" ![]()