Doctor Archive

Thread: Doc Top 3 issues list

blacke
Fri May 27, 2005 10:50 am
#14



gamergirlx wrote:
From the Jedi forums...
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=932907#M932907
________________________________________________________________________________
I just read some of the posts and the "top 10" issues in the CM and Doctor forums. Oh my god, they are basically asking to have the same abilities as our force heals, aura, and some of the things from enhancer. Yes, the devs haven't given them anything yet, but how long before it happens.
Is anyone else frustrated with constantly reading other professions wanting to have the same things as jedi. I mean after all aren't we supposed to be 1.5x stronger than any other template?
_________________________________________________________________________________
Ok, now I'm no jedi hater (play a jedi as an alt--only way to keep a group healed these days) but this guy seems to have it completely backwards. Jedi stole many of their most useful healing skills from US and now WE would like to see them returned.

Message Edited by gamergirlx on 05-27-2005 11:36 AM




No, we are just asking for, within reason, equal abilities for equal SP investment.

If they moved adv bacta shot down to emergency med 4 or moved adv force heal to master healer, I would be much happier.






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Katabhi -- future Pikewoman / Master CH

PurpleWarrior
Fri May 27, 2005 11:23 am
#15

I have no reason to argue against that list. Reasonable points and nothing looks overpowering.


My main issues are:


1) Wound healing needs to happen faster


2) A little more power to the damage heals would not go amiss


3) The buffs should be looked at, but never ever brought to the point where they are 'needed' like before.





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SantosL
Fri May 27, 2005 11:31 am
#16

I'd like to see something that makes a Doctor a valuable player in a group, rather then a player with just 2xxx jedi Healer playing our role (and a better job at it).



--
SantosL Halper
Master Doctor / Master BH
Kylania
Sat May 28, 2005 12:37 am
#17



Marrow1 wrote:
Please list your view of the top issues. I will start adding them to this page. Then in a few weeks we will hold a vote. Here are a few just to get us started. (random order)
1. Can not heal incapped players.





I'll have to test this again, but I swear I healed someone out of an incap last nite after the servers came up, post Pub17. So maybe it's been fixed?
DrPayjh
Sat May 28, 2005 1:56 pm
#18


PLEASE suggest that GCW faction be ignored in groups. I'm out in the field trying to be a combat healer, like the devs want me to be, but it's extremely annoying when it's impossible to heal combatants or members of the opposite faction. Simply put, if you choose to group with them, you should be able to heal them.


This issue's extremely important to me at least




----------------------------------

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Snigo
Sat May 28, 2005 7:16 pm
#19

I think that both damage and wound healing need to be bumped up a bit. It's difficult to take care of a group in a fight if we have to use several heals to be effective since it makes it impossible to keepup with several people at one time. There's no reason for wound healing to be so weak. It's just plain annoying to need several shots to heal minor wounds and spend minutes healing someone with truly serious wounds. It's rather embarrassing as a master doc to be so inept at healing wounds


We really need experience for wound healing. Again there's no reason not to and if it's a valid skill it makes no sense that we get no experience for using it. I mastereddoc the first time in the early months of the game primarily by healing damage in groups during a fight. But I finished up the second time with my alt by healing wounds in Coronet starport as people loaded in or waited for the shuttle. I can't stand senseless grinding so by healing people I felt I was at least doing something that would benefit someone.


I also agree with the problem of GCW status. At least give us the option to switch our status if we want to heal someone. I'm usually combatant anyway and will usually go special forces if I have to in order to heal someone if I have theoption. But it's extremely frustrating to not be able to heal someone because of faction status. I'm a doctor, damn it, I'm supposed to heal people. It's apain to have to drive around looking for a recruiter to be able to rez someone.


Honestly, though, I'm thoroughly disgusted by seeing the game ripped to pieces to avoid any possibility that someone could find a way to exploit the system. I'm disgusted both by the players that keep exploiting the system instead of just playing the game, and by the devs apparent inability to design a system that allows fair game play without allowing exploits. Instead they keep making things difficult if not impossible for people that just want to play the system as intended.



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Calladen
Sat May 28, 2005 11:22 pm
#20

- Give a Purpose to the Medical Centers - I was a Hospital Doctor a year ago, obviously way before the Combat Update. Now that I have returned, I am forced to fight. I don't want to fight, but I have to in order to gain exp. If you won't give us exp in the medical centers, at least give patients/doctors some incentive to go there.


- Bacta is magic. This is nothing new. Please make us craft Bacta Packs. They can be all purpose, Wounds/Damage healing bacta packs - but make us craft them.


- Don't make Doctor's Short Range Healers. Doctors are doctors, they work in hospitals. Combat Medics work on the field, int he midst of combat. Both professions should be proficient in the other "area of expertise" but don't confuse the purpose of each proffession.


- EXP Issues. People think tumbling was exploiting? I grouped with a friend of a friend who took me to Lok and we killed some high level mob. I was getting 1k med exp every 45 seconds. I was incapacitated once. Gaining cheap exp in combat is just as easy to pull off as tumbling. I don't want tumbling to return by any means, but now there is no possible way to hire a tumblers. Let doctors earn Med Exp in the Med centers.


- Don't create NPC Healing Droids. There is a reason why there are no doctors left on the servers, they all hate the proffession. Bring back some of the elements from the old systemand we won't need Surgi-Bots.


The_Real_Che
Sun May 29, 2005 7:31 am
#21


1) No XP for healing wounds


2) Healing wounds takes too long (both the speed and the power)


3) Doc buffs suck compared to foods & spices


4) Docs are now tanks since we aggro everything (just like in EQ2 hmmm). I spend most of the time running around in circles healing myself.


5) Speed of heals was reduced right before the CU, please do the same for us now,,,even if its just at the Master Doc level


6) FS Healing skills are useless (more of an FS than doc issue but still affects us)


7) Rez takes too long (I pity the fool who makes a mistake and has to retry a rez....the whole group will be dead by then)


8) Heals take too long and arent strong enough....either increase the speed or the power so that we can be efficient healers in our groups. I can not keep a group alove when my heals take too long, arent strong enough and I aggro everything.


9) Dont get any xp for state heals, just as CMs get not xp for dots, roots, etc


10) drag incapped players seems to work when it feels like it


11) fix the mods on our clothes they're useless as well


Message Edited by The_Real_Che on 05-29-2005 10:41 AM





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planlos
Sun May 29, 2005 10:21 am
#22



doublepost.... sorry

Message Edited by planlos on 05-29-2005 07:31 PM

planlos
Sun May 29, 2005 10:30 am
#23




Please list your view of the top issues. I will start adding them to this page. Then in a few weeks we will hold a vote. Here are a few just to get us started. (random order)


1. Can not heal incapped players.

agree


2. The Hate system results in to much hate for healers creating tanks out of healers.

disagree - give tanks better aggro-mechanisms but without tank the healer should be able to get aggro (not free healing)


3. Damage healing is not very powerful.

agree - most important but not just single heals, heals over time to helpa group against many aggro-mobs. Jedi should only heal them self


4. Doc buffs are the lowest powered buffs when compaired to food or spice. Would like to get this moved to +20% or at least have the duration last as long as Inspiration buffs when applied by a M. Doc.

disagree - let the Chefs be usefull too. Shortens the Foodbuffs that they only work for max 5 min. Let Doc cast the buffs faster with less mind needed. i dont buff my groups cause use / duration / mind-drain is in no relation. When you constant buff a group (without enhancers) you cant realy heal them any more..... they dont wait for you to get back your mind. Dont make the Duration longer, i dont need back the afk-buff-docs at coro. A Doc should be with his Group....


5. Our armor cert should give 40% reduction but currenly only gives 30%.

is that so? i havent noticed cause im having a master-combat-prof too.


6. The icons for enhancers needs to be changed so that we can tell them apart while they are on a tool bar.

write macros with your own icons then..... devs have more important things to do



7. Allow the use of enhancers in the primary inventory as the default when using a skill. (like we had when you would /healenhance Health, for example).

agree


8. Create a StimE that can be applied to other players when used by a Doc. (1500ish power but with same timer rules as stims).

but only with the 1 min colddown, only useable by MD or MCM as a last help....


9. Add a buff that increases def (like the jedi force aurra) and CoB.

disagree - for what? be a tank? be a fighter? then you should take another class


10. Add a buff that increases diggestion.

hm? lol? i dont think i understand what exactly you want and what for....


11. Add a buff that increases Acc.

disagree - what has a doc to do with acc?


12. Increase wound healing (more power, shorter cool down)

disagree - to fast recover in pvp-battles then

Message Edited by planlos on 05-29-2005 07:41 PM

KundoJet
Mon May 30, 2005 1:31 pm
#24






DrPayjh wrote:


PLEASE suggest that GCW faction be ignored in groups. I'm out in the field trying to be a combat healer, like the devs want me to be, but it's extremely annoying when it's impossible to heal combatants or members of the opposite faction. Simply put, if you choose to group with them, you should be able to heal them.


This issue's extremely important to me at least







QFE.


To any who are concerned about how much mind it costs to buff, I'm not sure what you mean.Are you sitting comfortably? My mind recharges quite swiftly when sitting down. Take off your helmet if necessary, but I don't think you can buff fast enough to drain a rested mind if you're seated.




Celebriel Inle
Black Rabbit
TheTemplar
Mon May 30, 2005 3:03 pm
#25

My comments:




Marrow1 wrote:

Please list your view of the top issues. I will start adding them to this page. Then in a few weeks we will hold a vote. Here are a few just to get us started. (random order)


1. Can not heal incapped players.

I heard a rumor this was fixed?


2. The Hate system results in to much hate for healers creating tanks out of healers.

Better to make tanks more powerful at managing hate rather than letting healerstake it easy. But this is my no. 1issue. (granted I haven't been in a group since before p17 so I don't know the status of it.


3. Damage healing is not very powerful.

I think the last patch pushed healing to a reasonable level, did it not?


4. Doc buffs are the lowest powered buffs when compaired to food or spice. Would like to get this moved to +20% or at least have the duration last as long as Inspiration buffs when applied by a M. Doc.

I don't know *scratches head* 10% doesn't seem that useful, 20% are short-term buffs. I would rather see more skill buffs in the spirit of the speed buff . But I think buffs are pretty ok.


5. Our armor cert should give 40% reduction but currenly only gives 30%.

If this still exist it's truly a bug and should be corrected. I have CM so I don't notice it.


6. The icons for enhancers needs to be changed so that we can tell them apart while they are on a tool bar.

Think point 7 is a better solution, so we can use the skills instead of the enhancers directly.


7. Allow the use of enhancers in the primary inventory as the default when using a skill. (like we had when you would /healenhance Health, for example).

Yes


8. Create a StimE that can be applied to other players when used by a Doc. (1500ish power but with same timer rules as stims).

Not really something I'm missing. My heals are pushing 1200 now without droid (haven't tried with) which is good enough.


9. Add a buff that increases def (like the jedi force aurra) and CoB.

Wishful thinking... but maybe some kind of skill that reduces threat of the doctor instead. A 20s buff that reduces threat of heals to 1/4th allowing you to truly nuke your best heals on the tank.


10. Add a buff that increases diggestion.

Cool thought, not something I miss though.


11. Add a buff that increases Acc.

Like I said, skill buffs are a cool idea and more useful than the 10% buffs I think.


12. Increase wound healing (more power, shorter cool down)

Totally




My thoughts.




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Marrow1
Mon May 30, 2005 4:04 pm
#26






KundoJet wrote:





DrPayjh wrote:


PLEASE suggest that GCW faction be ignored in groups. I'm out in the field trying to be a combat healer, like the devs want me to be, but it's extremely annoying when it's impossible to heal combatants or members of the opposite faction. Simply put, if you choose to group with them, you should be able to heal them.


This issue's extremely important to me at least







QFE.


To any who are concerned about how much mind it costs to buff, I'm not sure what you mean.Are you sitting comfortably? My mind recharges quite swiftly when sitting down. Take off your helmet if necessary, but I don't think you can buff fast enough to drain a rested mind if you're seated.






Although I agree that this is a pain I dont see any way they will change it. It would create too much of a loophole.


Think about it, if you were pvping and there is a Doc in the group that is NOT SF and is healing everyone without a care about getting killed. That just would not fly.


Currently my group members either go combatant (which is what I am most of the time) or on leave. Otherwise they just dont get healed.


I just dont see anyway to improve the current system without creating an even larger problem.






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