Doctor Archive

Thread: Doc Issues Sep.

Badname0291
Tue Sep 06, 2005 9:53 pm
#14

We should be able to cure all of the CM debuffs, it makes no sense that we cant, and i also agree that we should be able to turn off assist heals as it is the main cause of so many other annoyances.



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KupyiLabe
Wed Sep 07, 2005 10:44 am
#15

Note to above issues: the above posters are correct; you can change your combatant status by attempting /drag on a combatant player; other healing actions should allow this as well.

Additional issues:

  • Why are BEs the only ones who can DNA sequence the override terminal when destroying bases? BEs are crafters, not fighters. This ability should be given to (or at least shared with) doctors and combat medics. We're supposed to be in the thick of combat, while BEs are supposed to be back at home crafting meds and tissues for use by those out fighting. Everyone has an important role, but this particular piece seems out-of-whack to me.

  • Med centers are currently completely useless AFAICT. As a doctor, I have absolutely no incentive to hang around in one. I would like a reason to do so, and I'd like a reason for player cities to have med centers (this would also be nice for my architect alt). Is there a reason that wound healing can now be done anywhere? While SOE doesn't want players to have to seek out other players to "get rid of something bad", this is unavoidable as long as wounds exist (eek, I'd better shut up lest they eliminate wounds completely). Alternately, require doctors to be in a medical center to apply buffs. Buff duration would need to be substantially increased in this case, but that would be well in line with the entertainer buffs, particularly the new crafting buffs.




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Kupyi Labe :: CorSec Technical Specialist
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BadgerSmaker
Wed Sep 07, 2005 11:20 am
#16






KupyiLabe wrote:



  • Why are BEs the only ones who can DNA sequence the override terminal when destroying bases? BEs are crafters, not fighters. This ability should be given to (or at least shared with) doctors and combat medics. We're supposed to be in the thick of combat, while BEs are supposed to be back at home crafting meds and tissues for use by those out fighting. Everyone has an important role, but this particular piece seems out-of-whack to me.



That is a great idea!




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XwingRogue3
Wed Sep 07, 2005 11:23 am
#17



Snooze821 wrote:

1. Agro

They halfed the agro but doubled the healing so it balanced out the same as before. Also they need to fix BH mark agro from faction. Agro needs to be taken down another 1/3.

2. Rebuffing

Makes Master Doc buffs AOE so they can buff thier groups or make thier Buffs a group modifer stat like SL stuff so as long as your MD is near you the buff is in place.

3. Enhancers

I can have 80 or 150 augmentation and only have a 6min difference between a buff enhancer and base buff. If you can't increase the power more then have it decrease the cooldown or mind use. Or make the Enhancers do the buff in a AOE way. Also make using a enhancer with the enemy targeted target yourself like with base skills.

4. Cures

Outside of PVP and one or two areas of dungeons our stat cures are useless. If something is poisonous or diseased in thier name have it actually poison or disease them. Also if the NPC is a medic let that npc toss poisons or debuff. Not only would it reduce AFK players but would also make the game more interesting for the rest of the players.

5. Wound Healing

Needs to be speed up. Make it a infusion if you need to or give use a craftable that makes it an infusion.






I totally agree with all you stated. I was gonna add something to it but you covered it perfect. Nice Job.



Kylos - Your friendly neighborhood Mon Calamari


The_Real_Che
Thu Sep 08, 2005 6:03 am
#18






BadgerSmaker wrote:





KupyiLabe wrote:



  • Why are BEs the only ones who can DNA sequence the override terminal when destroying bases? BEs are crafters, not fighters. This ability should be given to (or at least shared with) doctors and combat medics. We're supposed to be in the thick of combat, while BEs are supposed to be back at home crafting meds and tissues for use by those out fighting. Everyone has an important role, but this particular piece seems out-of-whack to me.



That is a great idea!






/agree





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Temptabo
Fri Sep 09, 2005 5:18 am
#19

Snipped post:


<<Med centers are currently completely useless AFAICT. As a doctor, I have absolutely no incentive to hang around in one. I would like a reason to do so, and I'd like a reason for player cities to have med centers (this would also be nice for my architect alt). Is there a reason that wound healing can now be done anywhere? While SOE doesn't want players to have to seek out other players to "get rid of something bad", this is unavoidable as long as wounds exist (eek, I'd better shut up lest they eliminate wounds completely). Alternately, require doctors to be in a medical center to apply buffs. Buff duration would need to be substantially increased in this case, but that would be well in line with the entertainer buffs, particularly the new crafting buffs.>>

Exactly! What is the med center for excpet to drain our city coffers? Or more often than not...become a personal warehouse for the doc that owns it? Make it mean something...make the buff in the field the same but a buff in a med center be a lot longer...or allow buffing of opposing factions possible in a med center. (I mean I understand this whole thing with factions but the reality of the game is that I have many close friends that are Imperial.)


Nikra



Please bring back Creature Handler in some form! Have pity on us. The CH revamp pre NGE was fantastic. Please bring it back.
TheTemplar2
Mon Sep 12, 2005 2:28 am
#20

My issues



  • Doc / CM 4000 is standard in any template making master redundant.

  • Since everyone can heal themselves it is usually unnecessary to heal someone else and if you do you are more than likely to get yourself killed.

  • In faction pvp I noticed that if I try to heal someone with enhancer that is engaged in combat with another player I get -invalid target- most likely because the enhancer uses pass-through healing and tries to heal the player of opposing faction. Enhancers should use the same pass-through rules as the skills, for some reason they don't.

  • Not a doc issue, but noone uses taunt. It is not powerfull enough to be usefull at all. It is definately too slow and the amount of threat generated is out-healed in seconds.




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Iagiri
Sat Sep 17, 2005 1:11 am
#21

IMO the Devs need to re-do doc to make us a more intrigual (sp) part of combat. Our buffs should be better than food and last much longer to. Right now the only buff worth a darn is the health buff, but that only gives you 10% to your healt stats. Whats the point in being a doc when your buffs are pretty much useless and no one really pays anymore for heals or buffs?


I suggest that buffs add 20% to stats or regen rates and last 1 hour, also a buff to resist against states would be nice.Honestly poll your communitys and see how many people actually use buffs for combat, maybe I'm wrong but I rarely see anyone with buffs unless they're a doc themselves. Right now the only thing we do that is really a use to anyone is wound heals, and I'm tired of giving them to everone for free - Rebels excluded!





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TheSillyOne
Sat Sep 17, 2005 11:18 am
#22

area buffs would sooo rock!



-silly-


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BadgerSmaker
Sun Sep 18, 2005 3:12 am
#23






TheSillyOne wrote:
area buffs would sooo rock!





Pub 24 Squad Leader does that, group buffs at least. The last time it was on TC, they had group regen and group combat haste buffs. You can only have one active at a time though.



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