Doctor Archive
Thread: Please Leave Resusitation Alone Objective Please Read.
I don't like the idea of moving all of the doctor skills "up the tree." If you move enhancement higher up wound treatment and revive to maser doc (even if you left cure poison and cure disease alone), there would be little new for doctors along the way to master doc. You'd find people would make their way to novice doc and then have a lot of grinding to do in order to get anything new. That just makes the game less interesting. It's always more fun to strive for something when you're "almost there."
Honestly, I don't mind folks that "tree sample." If you want to become a doc for the sole purpose of learning how to revive people, why should I be opposed to that? You won't be able to make resuscitation packs, and you won't be able to use all of the enhancement packs (unless you spend some more points on medicine knowledge). You'll be able to revive people - and that's about it. That's fine with me.
I just want to see master doc be more of a useful thing. You have to go through a lot of work to get there. Here are the things I'd like to see at master doc:
- Medical Experimentation Bonus
- Enhanced Revive (Shorter Sickness Time or heal HAM bars with revive)
- Area of Effect Cure Poison/Disease
I think the experimentation bonus only makes sense. You've put all that time and effort into being a master doctor, I think an extra experimentation point is only fitting.
I'd like to see master doctor's revive folks with little to no sickness. Therefore, a master doctor would be able to get someone back up and in the fray faster than someone who just climbed the wound treatment tree.
As for the last thing, I think it's only fitting that a master doctor should have a counter to an attack from a master combat medic. If that combat medic can poison 2, 3, or 4 of us in a group with one shot, I should be able to cure us all in 1 shot, as well or, at the very least, a master doctor should be able to cure poision with 1 shot. Think about it, if 3 of you get posioned, the doc can cure himself first, then the next guy, and, by the time he makes it to the third guy, some serious damage has been done. I think this skill is needed, but keep it for master doctor.
The last thing that I'd like to see (and please finish reading this statement before replying) is the ability to heal mind damage. Here are my thoughts, though - this should be expensive. Healing someone's mind damage should cost the doctor more mind points than he's healing. By making that restriction, it no longer becomes possible for a doctor (or pair of doctors) to heal their own mind damage because they'd just drain their mind pools doing it. Having this ability wouldn't make doctors "god-like," but it would give them a "last ditch" chance of saving someone from mind wounds before getting killed. Of course, by doing so, the doc would put himself in harms way - the last thing you want to be is a doc in a fight when your mind pool is drained.
There are some more of my thoughts, for better or for worse.
The way it is now is good. Master surgeons are useful because they can enhance and rez. Master chemists are useful because they can make the best meds and have a good way to make money by selling rez kits to master surgeons who are not master chemists. If master doctor is not useful fix that without nerfing the other two skill trees. Theres no reason to ruin two good skills trees just to make master useful. If master doctor were only ones who could rez there would be alot less doctor because most people only budgeted skill for the one tree. It also would make master chemist pretty useless as anyone who could use rez kits would have the skill to make the kits themselves. One of the bigest complaints is that doctors cant make money and this would just make it worse.
If master doctor is broke fix that but dont break two other things to do it.
~Robins
"Who could beat a doc with a combat profession? He could spam every kind of special, and still be able to heal his mind and body to recover move costs and damage. Here is another question: What pool would mind heal drain?"
Not neccessarily. If the move only regenerated about the same amount to your mind pool as using a stim would drain, I think it would be fairly balanced. And it would drain from health and action, of course.
But still, I think any sort of mind heal is unlikely at this point. A better revive (either less down time, or more damage recovered) seems like the best option... although would that be a new schematic (Resuscitation Pack-B)? Because if it was, then couldn't someone who only had the revive skill still be able to use it if they had high enough medicine usage? All in all, I think moving revive up to master is the most effective choice, and it would really give mastering the skill a whole new meaning and purpose. But then again, I am almost a master doctor, so this doesn't seem like such a big deal to me. I'm noticing that it's mostly the master docs who want it moved up to being a master skill. /shrug
The way it is now is good. Master surgeons are useful because they can enhance and rez. Master chemists are useful because they can make the best meds and have a good way to make money by selling rez kits to master surgeons who are not master chemists. If master doctor is not useful fix that without nerfing the other two skill trees. Theres no reason to ruin two good skills trees just to make master useful. If master doctor were only ones who could rez there would be alot less doctor because most people only budgeted skill for the one tree. It also would make master chemist pretty useless as anyone who could use rez kits would have the skill to make the kits themselves. One of the bigest complaints is that doctors cant make money and this would just make it worse.
If master doctor is broke fix that but dont break two other things to do it.
~Robins