Doctor Archive
Thread: Should Resusitation only be Master Doctor specific?
Psychomagus wrote:
This is one of the stupidest ideas I have ever heard. What does crafting have to do with reviving someone. What does it add to someone's ability to revive.... The whole point is that someone who is a master of treating wounds(has reached Master Wound Treatment) is so adept at treating injured people that they can even bring back people from the dead. People only craft if they really want Master Doctor. Well, some other people craft, but most people that craft in the Doctor field are going for Master Doctor. Not everyone who wants to get doctor wants to get Master Doctor. Why should only the most elite have the ability to revive?
Then Psycho, or anyone else for that matter, please tell me what reasons are there currently as an incentive to BE a Master Doctor?
I think at this point in the game it's a little too late to be moving the Res skill to Master Doc. It would be better to give Master Docs more skills rather than transporting one of their already existing skills to a higher branch in the tree. More content = better. Same content but shifted = no real improvement.
There are a lot of things that could be added to give Master Doc more bang for the buck so to speak. AoE poison/disease heals easily comes to mind. Wound packs that heal more than one pool at a time would also be cool. The possibilities are limitless. So many things you can do with wound/poison/disease healing..or at least so many things that should be done.
Ask for more, not more of the same but with a twist.
ZandraWolfgramm wrote:
Psychomagus wrote:
This is one of the stupidest ideas I have ever heard. What does crafting have to do with reviving someone. What does it add to someone's ability to revive.... The whole point is that someone who is a master of treating wounds(has reached Master Wound Treatment) is so adept at treating injured people that they can even bring back people from the dead. People only craft if they really want Master Doctor. Well, some other people craft, but most people that craft in the Doctor field are going for Master Doctor. Not everyone who wants to get doctor wants to get Master Doctor. Why should only the most elite have the ability to revive?
Then Psycho, or anyone else for that matter, please tell me what reasons are there currently as an incentive to BE a Master Doctor?
I have no intention of being a Master Doctor. Some people like to get master skills just so they can put the title above their head. Sometimes people are more likely to give you money for whatever enhancements because they do a search for Master Doctors. I have simply got Master Wound Treatment and Master Wound Treatment Speed. Generally the people that get Master Doctor are those that really like crafting. Every other field can be completed very quickly with the quality of woundpacks and stimpacks out there now. Most Master Doctors I know are really salesmen. That is, they have a house with a vendor and sell their respacks on it. That being said, there would be no demand for these people if res was a Master Doctor only skill. Thus, I beg to differ with the guy that said that all Master Doctors would say it should only be a Master Doctor Skill
Keep it where it is, which is where it should be. Add other skills in to augment the master doctor title, which have been suggested before. For now, master doctors are the best crafters of medicine, whether it be revive packs, wound treatment or stims. Our master doctor does more business than all the other crafting professions.
Your master doctor does more business that all the other crafting professions? What are you measuring that by? I seriously doubt it's on profit. Maybe I sould see that if you're talking items sold, and the doctor was selling really good individual stims, woundpacks, ehancepacks, and rez kits.
My experience is that master WS move guns way faster than a doc could ever move anything but crates of stims. And with factories pretty much broken right now, it's rather hard to make crates of stims in any volume!
Think about this...you see a crate of 50 really nice advanced stim b's on a vendor for 50K (not a bad price). You see a single really nice scout blaster on a weaponsmith vendor for 15K. I'm not sure of the cost on the adv parts for scouts, but I'm gonna guess it's around twice as many resources to make that one scout as it is to make that one stim b. So with the same amount of resources, a good WS can get 25 * 15K = 375k to my 50k. Hmmm. I'll put up my crate of stim B's for 375k and see how many buyers I get ![]()
no!
Keep it where it is, which is where it should be. Add other skills in to augment the master doctor title, which have been suggested before. For now, master doctors are the best crafters of medicine, whether it be revive packs, wound treatment or stims. Our master doctor does more business than all the other crafting professions.
/disagree
Master Doctor here & I say leave it as it is. Give us something better at Master instead of just simply making it so someone doesn't have to walk back from a cloning center.
Tasmen wrote:
I think at this point in the game it's a little too late to be moving the Res skill to Master Doc. It would be better to give Master Docs more skills rather than transporting one of their already existing skills to a higher branch in the tree. More content = better. Same content but shifted = no real improvement.
There are a lot of things that could be added to give Master Doc more bang for the buck so to speak. AoE poison/disease heals easily comes to mind. Wound packs that heal more than one pool at a time would also be cool. The possibilities are limitless. So many things you can do with wound/poison/disease healing..or at least so many things that should be done.
Ask for more, not more of the same but with a twist.
They don't really have to move any skill around, just bump up the medical usage requirement to 100.
As for the effectiveness of rez. Just why is that? Shouldn't revive the most impressive and significant thing a doctor can do? shouldn't ability to restore a corpse to a living person again more important than healing wound or buffing?
I guess once they turn the insurance back on it might be more impressive.
I for one think they should bump up the medical use requirement on not only rez pack, but also on stimp C, D and E.
Psycho.. i don't like crafting.. i HATE crafting.. but i wanted to be a master doc.. oh doh.. stupid move.. waste of my weeks on end of crafting to reach it..
Waaaaaaait... I don't need Master to raise the dead? Any stupid Master Surgeon can do it? that's like hmm.. 150k xp.. ah pfft easy.. i got that in an hour..
No MedUse on a revive pack = plenty of master Surgeons and nothing else..
Frankly i don't care if they leave it at master surgeon.. but something needs to be done about the xp.. 150k is WAY too low to master an elite tree.. and 640 app xp is NOTHING.. it's a waste of my time getting the 4 trees when i capped on app xp right after getting my master medic.
SiliconX wrote:I personally think Revive should be Master Doctor-specific. Look at ANY game. Returning the dead to life is always the hardest healing ability to attain. It only makes sense it would require a Master Doctor to be able to revive the dead.
I don't understand your point here. Looking at games I know off the top of my head:
D&D: raise dead is a 5th level spell, 9th level characters, fairly low level ability
HERO: Costs +20 points on a heal spell to make it resurrect, any competant normal could have it with GM approval (actual supers get 350 points to work with)
DAoC: Every healing class level 10+ gets it, VERY low level ability
EQ: It's been a long while, but I think clerics get it at 30? Less than halfway up the tree
I honestly can't think of a game I've played that has raise dead abilities that aren't at about the 50% mark in the healing lines (give or take), much less being the hardest healing ability to attain (usually the hardest healing spell to attain is a 'complete heal' variant, or AE spells). I think it's fine at Master Surgeon, but the med use should be upped. If even a master medic has the med use for an unexperimented pack that seems a bit low to me.
I agree it would be nice to have more at master doc as I intend on getting there eventually, but I don't agree with moving abilities around. My ideas:
1) No rez side effects at all for master docs
2) +10 assembly/experimentation
3) I like the 'roving medical droid' idea above, so I'll second that (heal wounds anywhere at reduced ability)
4) AE cure diease/poison (combat medic giveth, we taketh away)
5) consistant healing - reduce healing variance on doctors to almost nil. If a doctor hits someone with a stim or buff, its gonna do the max darn near every time.
I feel it should be left where it is. I'm glad I don't have to use all my skill points up to be able to be worthwhile to take with when I decide to start going on hunting trips again.
I have already used my points becoming a master architect and trying to go up the entertainer line enough to be able to heal mind wounds when a camp is put up.
We have limited points as it is, don't take away more from me. I do love being an architect, but I'd like to be useful when I do get involved in fighting.