Doctor Archive

Thread: Resuscitation: Would Changes be Good?

TearForger
Wed Jun 09, 2004 1:53 pm
#14

sixty may be a bit too much. but I do not disagree with adding in a rez delay. This should affect the DOCTOR not the toon being rezzed.


As for rez tef's its a necessity. we have exploiters using covert rebel doctors to revive imperials without a tef. this is definitely a place to add such.


as for rez/clone delay the idea to have an accumulating delay for each death in a 10 min period was shot down by the dev's a while back. However I still think it should be in to cut down on the zerg.


TearForger


logos
Wed Jun 09, 2004 2:32 pm
#15

/agree on the TEF. Doctors should not be able to rez someone without having to take a risk themselves. The thing that comes to mind for me is a medic on a battleground, (a la Saving Private Ryan) you don't see those guys casually strolling around waiving a REZ kit (mind you I'm not talking about delay here just about doctor vulnerability) and bringing fallen comrades back to life like they were on an evening stroll. Medics risk their lives to save their comrades, the are in the pits and foxholes risking their livesand it is my belief that the doctor profesion should reflect that.IMHO the doctors need to be more hard-core then the CM's, Doctors have to be within5m to help their targes and on a battlefield where there are no lines that means being in with the enemy. A 30 seond window of vulnerability is a long time to wait but at the same time why are we asking for PvP with no risk? I think a 5 second delay with a TEF (nutral docs shouldn't be able to rez TEF'd players no matter what faction) is a good balance between risk and playability (is that a word?).


So just to sum up;

On delay; it should reflect the spirit of the profesion but still make the doctor able to partisapate in the fight. He should bevulnerable but not unable to defend himself. There should be no such thing as an invulnerable Doc.

On TEF: I think we all agree that this is a low tactic at best and should be dealt with. Make TEF last past death and we squash that bug.



Icio Opacus/Shadow
TKA/Doctor/Madman Extrodenare
Kail_Mooner
Wed Jun 09, 2004 4:13 pm
#16

What about seeing a DB'ed character's TEF carrying over to the Doc while he remains on the field and one that would still disappear after cloning?


In other words, you would still be under a TEF (even while dead) till you decide to respawn at a cloning center.


Now, I also agree we need rezzed characters not being able to resume the fight right away... Maybe something like agroggy effect lasting for a few (30?) seconds and/or the inability tobe subject toother medical drugs like heals, medical buffs, food, spices for some more time like a few minutes.





Kayl Mooner

We are Watching

you better get the starwarsy Aurebesh font...
Erithil
Wed Jun 09, 2004 5:44 pm
#17

Balancing and play-testing can prove out what kind of delay is best. Even to me 60 seconds seems long, but who knows until it's actually tested?


Remember, and sorry again for causing confusion in this thread, but I'm talking about the affect on the doctor doing the rezzing, not the patient getting rezzed. I fully agree that the patient being groggy is plenty enough of a balancing factor. What I don't think is balanced is how the doctor can rip off rez after rez over the course of a few seconds/minutes providing his mind holds out (which is reasonably trivial with food and drugs). I think that the *act* of reviving a player by a doctor should somehow become more involved of a process, just like someone suggested, to reflect what near-death and resuscitation should be...not a instant-speed power, but rather an involved process.





---Kalavar Rihn
Macdon
Thu Jun 10, 2004 10:47 am
#18

In theory I like the idea of a longer delay in using a rez kit, however in practice I don't think it would help the doctors in any way. Doc's are already over worked in PvP, with curing poisons and disease (usually on multiple people as they are area attacks in a big group), dropping stims here and there, putting out fires, reappling buff's, throw in a 30 second delay to a rez and boom, rezing one person can sway the battle if a CM is around. I like the sound of a cool animation butI don't think you would see many doc's rezing in the PvP areana as it isn't an effect use of their time. Instead of creating a greater challengeI thinkit would kill the ability. When some thing doesn't work well people stop using it and if you added adelay to Rezing I think it would kill it's usefullness.


I think it would be a nerf of the Doc proffession if this was added. Just my two cents.
Erithil
Fri Jun 11, 2004 6:53 am
#19

That's a good point. I'm usually hesitant to refrain from supporting change based on the fact that another profession is better/stronger/etc. In this case, I realize that it's tempting to look at what a combat medic can do and then not support a change that makes the doctor more realistic and balanced because in comparison to the combat medic, it simply weakens the doctor.


I would submit that while such a thing is natural, it's reactionary. To make good professions, you have to balance, applying careful considerations to each individually instead of assigning a change but then pulling back because the way some other profession currently works makes the change you're working on seem like a huge 'nerf'.


If the resuscitation delay and animation is good, then it's good. Let the developers find a way to make it balanced. For instance, if doctors suddenly get an area cure poison ability, it instantly will 'free him up' making a longer resuscitation process not really a big deal. Or if they scale back the power of the combat medic poison, the same thing happens.



---Kalavar Rihn
Macdon
Mon Jun 14, 2004 5:43 pm
#20






If the resuscitation delay and animation is good, then it's good. Let the developers find a way to make it balanced. For instance, if doctors suddenly get an area cure poison ability, it instantly will 'free him up' making a longer resuscitation process not really a big deal. Or if they scale back the power of the combat medic poison, the same thing happens.



I understand the key to making each profession good we must have balancebut to ignore the other proffs in the game would be silly. Balance comes from comparing the changes you make to a profession and how it affects/negates other profession, I could have easily supported my idea by saying if a Doc is stationary on a battlefield for 5-30 seconds a Rifleman firing at his speed cap could drop him before he finished, or changing a rez to take 30 seconds I could instead be buffing a cloned companion, I was not singling out the CM proff as compared to Doc simply citing a reason I don't support the idea.


There are many idea's I like that people post but in the end this is a game and even though they are cool/creative/unique I don't believe they would be applicable to the game, This is one of the idea' that I think is cool but in the scope of the game I don't think it would improve Doctor profession as a whole. I would still leave the choice to the player, if they wanted to create a ritual to rezzing, they could create a macro with emotes and a delay to give the feel of a rezzing, but for those who PvP a lot allow them the chance to rez and run .


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