Doctor Archive

Thread: TC notes are up

Elam_Udaak
Tue Jun 21, 2005 3:40 pm
#27

MyT_Chicken said:


Not sure how I feel about the hate system changes though. The problem was never with the Agro....not exactly anyways....the problem was always with a group being agroed by multiple targets, but only attacking one. The Doc heals and now he has every creature attacking him that hasn't been hit by another person. Even if they reduce the agro by 50% we are still going to have the same problems when it comes to multiple enemies....Sure it will save our @$$es from one guy, but not 2+.


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This is a good reason to bring a creature handler along. When the creature attacks an enemy the ememy automatically attacks back meeting the critter halfway and alone.Have the creature attack from 80-100 meters and you are pretty much guaranteed that you will only pull one enemy at a time.


This might also work with combat droids, but I haven't tested this yet.



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MyT_Chicken
Tue Jun 21, 2005 3:50 pm
#28






Elam_Udaak wrote:

MyT_Chicken said:


Not sure how I feel about the hate system changes though. The problem was never with the Agro....not exactly anyways....the problem was always with a group being agroed by multiple targets, but only attacking one. The Doc heals and now he has every creature attacking him that hasn't been hit by another person. Even if they reduce the agro by 50% we are still going to have the same problems when it comes to multiple enemies....Sure it will save our @$$es from one guy, but not 2+.


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This is a good reason to bring a creature handler along. When the creature attacks an enemy the ememy automatically attacks back meeting the critter halfway and alone.Have the creature attack from 80-100 meters and you are pretty much guaranteed that you will only pull one enemy at a time.


This might also work with combat droids, but I haven't tested this yet.






That's not the point.....the point is 50% less agro doesn't make a difference in the long run. People are still going to die because the Hate system doesn't factor in multiple creatures....


And to make it more fun, people are not going to have a harder time getting stuff off of use because we are going to be healing for more power. Which means when a group agro's 10 mobs and we have 9 of them agroing us.....we are on the top of the list for 9 mobs.


This Agro "Fix" doesn't help the problem that we really face.






h Egri p
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MyT_Chicken
Tue Jun 21, 2005 4:46 pm
#29






Marrow1 wrote:

Step away from the liar.


That is all ya really gotta do. If there are a ton of creatures run up hit one and run back to your group. You will only pull 1-3 creatures. You can then kill them without the others careing. You can also


1. taunt


2. single shot one


3. Use a pet or droid to Attack and then Call it back. Works very well.


The key is to not have the group agro 10 mobs that they can not handle and to step away from the lair. Dont just stand in the middle of 20 mobs and try to kill just one of them. It will never work.


This fix will, imo, fix most of our agroissues. Yes we will still get agro from time to time, as we should IMO, we will not however get it instantly. Now a fellow combatant has 2x the change of out damaging our heals. I realize that our healing may have been tweaked up a notch but it most likely is not 2x.








Yes, I'm aware of how to manage agro quite well...but that is not the point either. The point is we should NOT get argo by mobs that have not been attacked....No one else does, only Healers. TBH I really don't see the need to reduce agro / hate w/ one mob...it's pointless unless you are inexperienced at how the system works.


Think about it. How many NONE healers get agro'ed by attacking 1 out of 10 mobs agroing the tank? Umm Zero...So why do we healers have "Special Rules"? If you think this fix is going to change anything you are wrong Marrow....I'm sorry, but this fix doesn't do anything for the real problem.


No offense to you Marrow, but please explain to me why we are the only ones to pull Agro for a multi-pull and get b!tch slapped around like little school girls, when no one else has to worry about it.


THAT is the problem, it has nothing to do with how much we pull Per-Target.




h Egri p
§ If you don't know; you'll find out soon enough! §

D
Tue Jun 21, 2005 5:27 pm
#30


Well, either get better crowd control, or learn 0010 smuggler so you can feign.. or make sure your puller has feign, I say.


"oh crap... too many mobs on me... can't...let... it... affect entire group... /feign"


I still don't think most of the people that play this game post CU have truly learned to appreciate the multi-role dynamic in a group.... if your puller is bringing more mobs that you can handle with him every time he pulls, then he's not doing his job properly. Let him know he's the one getting you killed, and needs to handle the situation better... or just let thebastich get incapped a few times... you can always res him, eh?



Regarding the TC notes, The devs indeed seemed to listen to what we all said at fanfest - a pleasant change over last year, when it took them 6 months to finally make it so that you could "open" bookcases and other pieces of furntiture, and that was about all the love we were shown. :-D


Keep up the great work, Devs (not that you guys really read this crap anyways, but if you do, start showing our boy, Morrow, some more love - the guy's getting burnt out, it seems. :-/)








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MyT_Chicken
Tue Jun 21, 2005 5:45 pm
#31






D wrote:


Well, either get better crowd control, or learn 0010 smuggler so you can feign.. or make sure your puller has feign, I say.


"oh crap... too many mobs on me... can't...let... it... affect entire group... /feign"


I still don't think most of the people that play this game post CU have truly learned to appreciate the multi-role dynamic in a group.... if your puller is bringing more mobs that you can handle with him every time he pulls, then he's not doing his job properly. Let him know he's the one getting you killed, and needs to handle the situation better... or just let thebastich get incapped a few times... you can always res him, eh?



Regarding the TC notes, The devs indeed seemed to listen to what we all said at fanfest - a pleasant change over last year, when it took them 6 months to finally make it so that you could "open" bookcases and other pieces of furntiture, and that was about all the love we were shown. :-D


Keep up the great work, Devs (not that you guys really read this crap anyways, but if you do, start showing our boy, Morrow, some more love - the guy's getting burnt out, it seems. :-/)






Please tell me that I'm not the ONLY person that see's the problem with the hate system and healers....It has NOTHING to do with what your template is, or who is doing what, when, and where. It has to do with the fact that HEALERS are the ONLY PROFESSIONS to pull agro in a Multi-Pull situation, regardless if it's on purpose, on accident, or just stupidity.


If you have a TKM tanking for a group, and he pulls 5 mobs...REGARDLESS why....and you have a rifleman attack through the TKM...he gets hate for 1 mob, the one he is attacking. However if YOU heal that TKM while he is being attacked by all 5, you just got put on the Top of the Hate list for atleast4 mobs, assuming no one used an area attack.


That is a problem....that is THE problem. It has nothing to do with how much we pull for healing on a 2:1 fight. I really don't know how else to break it down, I mean this is about as simple as I can make it. Sure the 50% reduction will help when your group pulls ONE mob, but it doesn't do anything for the group that pulls more then one.....regardless what the reason for doing so is. Maybe this just needs to go live, so that I can tell everyone "I told you so", because maybe then everyone will understand what I'm trying to say.





h Egri p
§ If you don't know; you'll find out soon enough! §

Warmaker01
Tue Jun 21, 2005 6:41 pm
#32

Looks like I became a Doctor & Combat Medic at the right time...

Snooze821
Tue Jun 21, 2005 8:15 pm
#33

50% hate reduction don't mean any real difference if our healing is greatly increased. Remember 1k heal at 100% aggro is the same as a 2k heal at 50% aggro. This is merely the devs adjusting the scale to improve us to where we need to be. Really this adjustment will help CM more than Docs.



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Marrow1
Tue Jun 21, 2005 8:22 pm
#34






MyT_Chicken wrote:


much good stuff...





I see your point. I appears that healing a target that is being attack by multiple mobs is the same as if you just used an area attack on those same mobs for the amount of damage of the heal. Would this describe what your seeing?


This is an issue and I will ask that he Devs look into it.




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maRRsTu
Tue Jun 21, 2005 8:41 pm
#35



Marrow1 wrote:


MyT_Chicken wrote:

much good stuff...


I see your point. I appears that healing a target that is being attack by multiple mobs is the same as if you just used an area attack on those same mobs for the amount of damage of the heal. Would this describe what your seeing?
This is an issue and I will ask that he Devs look into it.





I think that is working as intended that is why there is area taunt



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Matt090586
Tue Jun 21, 2005 9:29 pm
#36

Finally made it to novice doc on TC and wow.


BactaShot


1000 pt heal

6 sec reuse timer

10% mind cost


BactaJab


500 pt heal

4 sec reuse timer

5% mind cost


This is at novice doc! Looks like a 200% increase



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MyT_Chicken
Tue Jun 21, 2005 9:45 pm
#37






maRRsTu wrote:





Marrow1 wrote:





MyT_Chicken wrote:


much good stuff...





I see your point. I appears that healing a target that is being attack by multiple mobs is the same as if you just used an area attack on those same mobs for the amount of damage of the heal. Would this describe what your seeing?


This is an issue and I will ask that he Devs look into it.







I think that is working as intended that is why there is area taunt





Not according to what the Dev's said at FF....Healing is "considered" a single "attack" (if you will) in the hate system. Why currently it's being treated as an Area Attack is beyond me.


Anyways, I'm sure it will get fixed eventually, It just seemed strange that I was the only person to understand how it effects us. /shrug


Anyways, thanks Marrow, I'm tired, sorry if I got all crabby, that was not my intention.




h Egri p
§ If you don't know; you'll find out soon enough! §

TenshiHanaKinu
Tue Jun 21, 2005 10:49 pm
#38






Matt090586 wrote:

Finally made it to novice doc on TC and wow.


BactaShot


1000 pt heal

6 sec reuse timer

10% mind cost


BactaJab


500 pt heal

4 sec reuse timer

5% mind cost


This is at novice doc! Looks like a 200% increase






Holy HELL!



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Warmaker01
Tue Jun 21, 2005 10:55 pm
#39



TenshiHanaKinu wrote:


Matt090586 wrote:
Finally made it to novice doc on TC and wow.
BactaShot
1000 pt heal
6 sec reuse timer
10% mind cost
BactaJab
500 pt heal
4 sec reuse timer
5% mind cost
This is at novice doc! Looks like a 200% increase



Holy HELL!





Hmm. Medic based Combat Templates would definitely have a longevity edge in combat.

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