Doctor Archive
Thread: Big List of Doc Issues for August (New Vote)
Hey, I'm in a Top 5 in all your lists! Cool!
Even my own personal Top 5s don't don't all make the Top 5 here. ![]()
I would only add one thing... New as of 08/13
Could we PLEASE get a refresh button on the new /diagnose commands window or better yet could it just auto refresh every <n> seconds.
I'll add one for you Zarlor.
Buffs and their timers.
Say you're walking into a med center to meet your master doctor friend for a nice buffbefore your big hunt. You walk in and John Doe (Novice Doctor) thinks he's doing you a big favor by laying down his new 50 point action buff. 2 seconds later, your buddy walks in and you can't get his uber buff for another 20 minutes!
Now if you want to get dirty with it, you (an Imperial player) meetyour spy rebel doctor buddy with the worst possible enhance pack he can make. He takes the shuttle into an area held by rebel players. Hits them all with low-end buffs to keep them locked out of using good ones. He sends you a tell, and you load up your 19 freinds in the shuttle and move in while he heads for the hills, or takes a quick DB to go covert and keep his cover.
What makes it even worse is that even if every rebel in town knows he's doing this, all they can hope to do is get in a better buff before he finds them.
A solution would be to allow better buffs to replace inferior ones. But you could potentially want to rebuff before a fight that you expect to last longer than the duration left on your buff. Maybe it could be used in such a way that if you apply a 1000 point buff 10 minutes into a 1500 point buff, the 1500 point buff will still run it's duration, at which time you lose 500points of stat as the 1000 point buff takes effect. It would then run out to it's full duration startingwhen it was first applied.
yea that really pissed me off get doctor get med crafting 1 in doc for that little more experimentation and whip up a fast enhance A health and action nice got great exp on all items and packs this will be sweet to enhance evan 100 per if that maybe 2 or 3 hundred on a lucky hit WAHM nothing click northing click dam it nothing
go to town click nothing go into med center click nothing try to hit someone else click nothing
THIS IS CRAP
i have teh skill to make i have the med use skill to use yet i cant what kind of crap is that
NoDak, NoVotes! ![]()
Sorry, just had to pass ont he bad news in case you read through to this.
Check the other thread. The next vote will happen with a new and annotated list once we get the Dev response to our first Top 5 issues.
My suggestion on mind healing:
Make a kind of "mind transfer" ability that simply transfers mind pool from the doctor to the target at a 1:1 ratio. Call it "Sooth" or something, it would work like First Aid, not requiring a medpack. It costs 75 mind (regardless of Focus) and gives 75 mind.
A direct mind heal just couldn't be easily made to work. If you can heal mind for 100 damage, then the heal itself must cost at least 100 mind to do it, even after maximum buffs to your Focus. Otherwise you just have infinite healing ability as you use your mind heal to heal your own mind (or a circle jerk of 2+ doctors healing each other's mind). e.g., you don't want a 100 point mind heal to cost 80 mind.
As for riflemen, they currently have some significant penalties to offset the fact that they can attack an unhealable pool -- they take 2.5x damage when hit by melee, they suffer penalties for close range attacks, they do not have knockdowns or knockdown defense and their weapons tend to be lower DPS than pistols and carbines. So if a mind heal is implemented, you can't just leavethem with all these penalties, they'd have to remove at least some of those too.
Pecos wrote:
My suggestion on mind healing:
Make a kind of "mind transfer" ability that simply transfers mind pool from the doctor to the target at a 1:1 ratio. Call it "Sooth" or something, it would work like First Aid, not requiring a medpack. It costs 75 mind (regardless of Focus) and gives 75 mind.
That's a good idea -- but arguably more appropriate to give to entertainers, to give them a combat group role.