Doctor Archive

Thread: New idea for a skill to combat CM poison skills

Migosh
Tue Aug 26, 2003 10:18 am
#27

You probably dislike CM's countering CM's because it doesn't work A classic case of this is DAOC, where Mythic decided that the only viable counter to assasins were other assasins. End result? EVERYONE played an assasin.


Elenora's right, doctors are not about healing injuries. Short range healing is the pervue of master medics, long range healing the pervue of CM's. Doctors are specialized wound healers. The only 'advantage' doctors get is they can craft a better stimpack, but any master medic can use thestimpacks a doctor can make.



Doctors:


Medicine crafting: Working well (except for the factory issue, which is universal to all crafting professions)


Healstate (dizzy, blind, stunned, intimidated, poisoned, diseased): Currently ineffective, mainly due to the lack of an immunity timer after curing.


Revive: Working well


Wound healing: Overdone, hence largely unnecessary


Stat enhancement: Currently working well, but the devs will probably screw it up down the road.



Anyways, just put an immunity timer on the healstates, length of immunity 30 sec for A, 45 sec for B, 60 sec for C, up the effectiveness of cure poison and cure disease medpacks, strap cure bleeding tomedic/CM/doctor level and see if that fixes the problems.




DiverBuoy
Tue Aug 26, 2003 3:54 pm
#28

Migosh you are inaccurate about the value of doctors... it's definitely not in the crafting alone ... a number of meds while recently lowered on the Ease of Use/Med Usage side, are still out of league for junior healers. Among these are the elite and valueable high-end Enhancement Packs ... These UBER buffers are the right of passage for top doctors alone - food and spice can ne're touch their scope and duration.



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