Doctor Archive
Thread: Doc Top 3 issues list
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.
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.
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?
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 ![]()
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.
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
Message Edited by planlos on 05-29-2005 07:31 PM
Message Edited by planlos on 05-29-2005 07:41 PM
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.
My thoughts.
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
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.