Doctor Archive

Thread: Cures for Poison/Disease

Obata
Sat May 29, 2004 12:28 am
#14

A couple points:

1. CMs can't heal their own minds, and healing other players' minds is costly in wounds and BF.

2. It is possible to use no mind for healing actions. Get your focus high enough, and there is zero mind cost. With a musician buff, I can can wear a full suit of effectiveness sliced composite and still use no mind when healing. Good brandy, ahrisa or canape can accomplish the same thing. This will depend some on your species, and what your maximum focus is.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Gnuut
Sun May 30, 2004 4:11 am
#15




MorvenDee wrote:

EXACTLY. That's what's missing in Gnuut's posts. He obviously knows the CM profession, but he has absolutely nounderstanding ofwhat it's like to use our 6m range single-target cures inthe heat of a GCW battle against area-effect attacks from 90m range.




Actually I used to play an MD/MCM back in the day so I know full well how cures work during PVP fights. My point is that cures while they are single are easy to make. Poisons while they are devastating are much harder to make. A single B cure can be made to cure C class poisons (non-venom). Is that fair? Maybe not in the eyes of most CMs it's not but in my eyes it is. However making a cure that will not only remove a poison but prevent re-infection for a period of time is a bit too much. Players could duel each other, get infected with a weak poison, then cured and be protected for that 5-10 minute time frame you suggested. Does that seem fair to you?






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Datchery
Sun May 30, 2004 12:21 pm
#16

Gnuut, my point was that cures may be a joke to make, but that reflects in how ultimately useless they are. I am saying that 'with' advanced components equivalent to those used in making poisons and diseases (perhaps even the SAME components) the cures could be made more effective and thus, useful.


The only change would be the 'potential' for this high effectiveness provided a Doctor uses much superior ingredients. (they would remain single-target in nature as well.)
Datchery
Mon May 31, 2004 2:52 am
#17

Well Gnuut, I was proposing that in order to get much more than simply 'stopping' the poison, a Doctor would have to be using high end materials as well...so yes it sounds perfectly fair. (Also it would be usable 'before' being poisoned.)
ShakariPsy
Mon May 31, 2004 1:15 pm
#18




Datchery wrote:


Alright then, would it be fair to say that advanced doctor cures should require some of the same components that advanced diseases and poisons (anti-venom comes from the same animal, and diseases are cured generally by using the disease to manufacture a cure)? I feel it only fair that a doctor cure can completely take out the effect of the poison when they are re-applicable and area effects, while the cures are single targets right?





Gnuut wrote:




No I don't think that is necessarry. Otherwise it would require a Janta class cure to remove a Venom class poison. My point is that cures are pretty much a joke to make compared to poisons, but poisons offset this by having AE capability.If cures are made more useful than they currently are then it offsets that balance. Adding an AE cure for instance should require the same rarity of resources required to make a powerful AE poison. But as it stands, those same rare resources required to make single target poisons can still be cured with commonly available resources. Understand where I am coming from?





What datchery said is correct or give the cures the same range (90m) as the poisons/Disease to be fair as it is now




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Gnuut
Tue Jun 01, 2004 12:08 am
#19


That's the point though in your example you provide a perfect situation to be able to use that "cure" before being attacked by an enemy CM. That is not using the cure as intended. Cures are meant to be reactive not proactive as you suggest.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Datchery
Tue Jun 01, 2004 6:40 pm
#20

Well in that event Gnuut, CM's would still get the 'first shot'. (provided anti-venoms or cures aren't allowed to be used 'before' the effect has landed) Given only one player can be healed at a time, plenty of damage would still be done with just that one volley right?
Happymob
Tue Jun 01, 2004 8:27 pm
#21






Datchery wrote:
Well in that event Gnuut, CM's would still get the 'first shot'. (provided anti-venoms or cures aren't allowed to be used 'before' the effect has landed) Given only one player can be healed at a time, plenty of damage would still be done with just that one volley right?







Well, yeah...


Think of it this way... suppose a doctor could use a Stim E on patient before combat even started. Or a novice medic could use their 450 power Stim B on themselves before combat. This application would prevent action and health damage during subsequent combat. Would non-medic combat characters find that partcularly fair? Would it be balanced? You are asking for a complete nullification of half of the combat medic profession. Considering that so many people maintain doc alts (or at least the guild they are in has multiple doc alts), this is willkill combat medics during planne PvP. That's not to say that there aren't issues with combat medics currently, but I think this idea overshoots the mark.


I am ok with very short-term (less than 30 seconds, probably more like 10 seconds) immunity to a poison after a poison has been applied and cured. At least this still forces you to be prepared and have a doctor with you during combat. It also acts as an anti-poison spamming mechanism (the CM could still spam, but it wouldn't do them as much good as they couldn't poison the recently cured). I am also ok with the idea of pre-combat innoculations that increase poison resistance (but do not provide immunity). Either of these help provide balance without destroying the CM.




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KamaKuro
Tue Jun 01, 2004 9:48 pm
#22

Yes, if a pre-combat innoculation would counteract the potency of your CM meds, CMs would have to put more experimentation into Potency as a means to fight the innoculation, in effect creating lower power packs that do not damage nearly as much.. another secondary effect of doing that..


That in conjunction with the impending 75% damage reduction.. I would say that any 'CM Problem' would be somewhat nullified..


And I like the 10 second cure immunity rather than minutes on end.





Kama-Kuro.:ION:. - CM - BH - Blue Robot - Redrobot Enthusiast
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Datchery
Thu Jun 03, 2004 9:06 am
#23

Oh well I was just thinking of the way diseases and poisons can be prevented in real life -> pre-innoculation with an anti-venom or vaccine.


And we're only talking about diseases and poisons, attempting to equate cures to those with raw hp from stimpacks is comparing apples and oranges.


Restalot
Thu Jun 03, 2004 9:21 am
#24

Ok, I'll throw this out there then... What if medics could cure poison with doc crafted poison packs?


Besides the need-to-be-nerfed stim B issue, the medic is nearly completely useless and newbie medics (I was one) who want to make a difference to thier group are a joke.


Medics are supposed to be the front line first-aid, let doc's handle the /revives and provide high level support (or lob back some Area attackeslike a CM/MD myself) . There should be more medics than doc's as a sub-profession and the greater number of medics can helpbalance the mass area attacks by CM's without nerfing the CM's value?


Thought's? Flame's?





===============================================================
Dr. Huntter Darkmist, M.D. - Eclipse Server
"Hmm, I guess the fact I'm wearing full comp and standing at the starport/running in your field of view really is a way of saying, I'm at your service to buff you"
"Hmm, as I am sitting on the ground with my medical droid "Get-Buffed-Here" out and I have a line in front of me getting treatment, you might be safe to send a /tell asking if I'm buffing, just to be sure."
Datchery
Thu Jun 03, 2004 9:24 am
#25

Brilliant idea. A medic 'is' the first responder after all
Gnuut
Thu Jun 03, 2004 11:00 am
#26




Restalot wrote:

Ok, I'll throw this out there then... What if medics could cure poison with doc crafted poison packs?


Besides the need-to-be-nerfed stim B issue, the medic is nearly completely useless and newbie medics (I was one) who want to make a difference to thier group are a joke.


Medics are supposed to be the front line first-aid, let doc's handle the /revives and provide high level support (or lob back some Area attackeslike a CM/MD myself) . There should be more medics than doc's as a sub-profession and the greater number of medics can helpbalance the mass area attacks by CM's without nerfing the CM's value?




I've brought that up before in the past and guess who shot it down? Doctors Here's the thread.






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

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