Doctor Archive
Thread: Cures for Poison/Disease
Dragonian wrote:
My 2cr as a 4440 Doctor
I think the cure pack (as they are) should be moved to somewhere in the medic profession. The current cure packs just aren't powerfull enough to warrant Doctor's skills. Though some may have to be reduced to be moved to medic.
Cure packsCs arepowerful enough to counter any poison or disease if made with good resources, even most of the ones made with spider venom How don't they warrant doctor skills?.
What Doctors really need to help combat CM's is schmatics for more advanced versions of the cure packs. Schematics requiring similar resources as the CM schematics they would counteract. Schematics that would yeild cure packs with better range and higher potency but no AOE.
It's called janta blood, but in most cases you won't even need it.
Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.
Vaccines packs could be used via the /healVaccine command that only MDs possess
If these were balanced, would these make sense to Doctors and CM's alike?
Wait for the combat revamp.
Dragonian wrote:
Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.
I'm with you until you ask for a vaccine that can be applied before combat that completely voids a poison during combat. Doctors before PvP are common (obviously since most people show up to PvP buffed), so if every buffed player is also immune to poison, I might as well not show up.
Once again, asking for my offense to be completely nullified by something that is done before combat is the equivalent of having a 100% anti-rifleman vaccine that completely prevents rifleman damage (I pick rifleman since they get the second most PvP complaints). It is pretty obvious how rifleman would react to such a proposal.
I know that a lot of pureweapons players would love tosee poisons go compltely away, but then PvP becomes even more boring as it will always be won by whoever has the best defense template combined with the best armor. Push for better resist options. Push for better/faster cures. Just don't push for complete nullification or significant damage reductions. Combat medics tend to get a little antsy when people do this.
This would allow Master Medics to cure poison and disease, but at a low level so it will take several applications. The best cures though, the 1-shot cures, would still require a somewhat higher level of doc.
And then change the Wound treatment speed tree to include State and Poison/Disease innoculations to replace the cure poison/disease commands.
Well here is my opinion...
Doctors should have NOTHING that is AOE.
Cure poison is best in doc because Doctor skills are clearly the antithesis of CM
Billy is correct we need to be able to cure mind damags (not mind wounds). Right now pvp is unbalanced because of that.
An innoculation buff to a stat is a good idea. Buff's have reare components anyway. We have just as many rare items as CM. Even buff packs contain 8 items that are either rare or rare to come up in good quality. Since an innoculation would ony affect a single person it will be constraained. And they could work it based on both time and effectiveness. Of course time determining how long it lasts (probably short) and effectivness adjusting what can get through. The could even place in based on the poisons effectiveness it could reduce the effectiveness of the next time the person gets hit to balance it
I think the cure pack (as they are) should be moved to somewhere in the medic profession. The current cure packs just aren't powerfull enough to warrant Doctor's skills. Though some may have to be reduced to be moved to medic.
What Doctors really need to help combat CM's is schmatics for more advanced versions of the cure packs. Schematics requiring similar resources as the CM schematics they would counteract. Schematics that would yeild cure packs with better range and higher potency but no AOE.
Another thing Master Doctors could use are schematics for Vaccine Packs. Schematics that also require similar resources as the CM schematics they would vaccinate against. Schematics that would yeild vaccine packs that could (if not completely void an applied effect) reduce the effect of a successfully applied poison/whatever from a CM. Again, no AOE.
Vaccines packs could be used via the /healVaccine command that only MDs possess
If these were balanced, would these make sense to Doctors and CM's alike?