Doctor Archive
Thread: The Big List of Doc Issues (VOTE!)
this is a really strange thought, and i really dont know if anyone has thought of it b/4...but i would like to see faction points awarded for healing faction members. it is rather inconvient having to do deliver missions for 5 points a pop, when i have minimal fighting skills.
if thats not possible...than maybe allowing players to tip there doctor in faction points...idk...it was just a thought.
top 5 for me:
1) #2 enhance pack bugs (lots of it)
2) #6 doctors needs to heal mind damage
3) #49 we need more perks to get Master Doctor, most of the players are content with treatment 4 line (master surgeon) so they can res.
4) #7 doctors need better bleed removal skills (ie: critical aid in the Treatment Speed line)
5) #4 doctors need to have medical survey (and not take novice artisan + surveying just to land a harvester)
Great job Zarlor, I think the rifleman correspondant should come here and learn from you.
1) #2 -- like most everyone else has said, this is HUGE. Enhance packs are one of the four Doctor-specific abilities (the others being cure state, cure poison, and cure disease), and they don't work. These need fixes badly.
2) #7 -- First Aid not getting better is awful to endure, and further -- since Injury Treatment Speeddoesn't affect it, we're stuck at the 6 or 7 second delay between uses. Let use First Aid more quickly, and MUCH more effectively. I consider this another big one.
3) #13 -- the shock a player endures after being revivedstops them from attacking for up to 60 seconds. This stun has GOT to go, since it makes ressurection in a PvP situation completely useless. Another big one (though I suspect I consider everythingon mylist a "big one").
4) #49 -- I personally am only a Master Doctor for the Enhance D packs, and since they're effectively useless until fixed, there's no reason to be Master Doctor at all (perhaps just for me, but I'd think others feel the same). I like the idea of some defense against mind damage, but that may be too unfair. Perhaps a faster mind regeneration rate? I'm a Zabrak with the max of 900 willpower, and I'd still want to get mind back faster. Essentially Master Doctor provides nothing good but the Enhance D packs (and only once they're working will they be good). If not an increased regeneration rate, or a defense against mind damage, how about a "Heal Efficiency" (or somesuch -- I'm thinking of the Burst Run Efficiency modifiers) modifier thatgives a percent reduction tothe mind spent on Medic/Doctor actions (but Combat Medics would like this too, I'm sure).
5) What we absolutely, positively NEED, is a way to cure the "On Fire!" state, which is received from several Bounty Hunter attacks. There is no way to cure Fire, and since a playerwith Fire will accumulate wounds and damage every few seconds until they die, the best defense is to simply duel and kill the person that's on Fire. If not at the Master Doctor level, give this ability to us somewhere in the trees (I'm only ranking this at the fifth place because it's not on the list -- but this is another crucial one, and would help justify the points spent on the Doctor profession).
I admit my list contains my bias -- I want the things fixed that affectDoctors in action. I want factories to take from crates like everyone else, and I wouldn't take offense to things that help out Medics/Doctors still in training, but I'd consider my issues the biggest ones once you're done with all your grinds, and no longer need money or resources. I've only skimmed over the other posts, but #2 (enhances) was on almost (or every?) list, so let's get a fix to that, and let you decide what else ismost wanted-- might I suggest everything on my own list? ![]()
1) #20 Heal Queue
2) #6 Mind Damage
3) #3 Factories
4) #2 Enhance Packs
5) #16 Damage/State Timer
Zarlor, you are doing a fantastic job.
1) #2: Enhance packs. Like Zarlor, this is my bread and butter and the reason why I went with Doc instead of CM or just capping out at Master Medic. They need to work the way they're supposed to, they need to have visible timers, and they need to not lock HAM bars.
2) #13: Stat drain after res persists. I bring this up here because I wonder if it's related to the other perma stat-loss bug? This is also my bread and butter, and this bug has been around since beta. Secondary stats, after taking wounds, STAY decreased until food is eaten to buff the affected stat (ahh, air cake and your +2 to every stat, how I love thee). They keep insisting that they've fixed this, but I and everyone I play with STILL have permanently decreased stats.
3) #6: Mind damage heals. I don't care who gets it. I really don't. As long as SOMEONE gets the ability to heal mind damage in combat, I will be a happy little player. Did you know that the stimpacks you start with, and the stims you can loot from drops, heal +60 health, action, AND mind? If that first pack gives us mind heal, why don't the rest? I wouldn't want it so desperately if it weren't for that. Brand-spanking new out of chargen medics can pick up my groupmates from a mind incap, and I can't. That's not cool.
4) #3: Factory bugs. I want to share my factories with other Docs. I want to be able to make a full 100-unit run of a med that uses components (like, oh, everything). We can set the schematic to make 100; give us the slots to put in the ingredients for 100. I HATE having to click ninety-eight times and drrag ninety-eight times just to have all the components for 32 stimBs.
5) #20: Heals in the combat queue. It GOES in the combat queue, so I'd like to SEE it in there. There's no reason for it not to be. And if it cranks up in the queue, then we won't need a flashing screen representation for 'you are now ready to heal more damage.'
Led Mirage: The timer issue in #16 isn't referring to combat delays (that is actually talked about under the issue of heals going into the combat queue). It is, instead, referring to if you stim yourself or use a state pack on someone else, whether in or out of combat, the delay timer for it does not work correctly. For example, if I stim myself (we'll use this while /peaced out or having never entered combat so as to ignore the combat delays) then i immediately try to stim my groupmate I get a message saying I must wait 3 seconds before i do that. If I had waited the full 3 seconds I would then start getting a message that state "You must wait before you can do that again" (effectively the under 1 second message) But that message keeps coming up for all of 6 or 7 more seconds when I should have only ever seen it once. The same if i cure someone of, say, a Dizzy state, then immediately try to stim someone else. There is, in effect, a 10 second delay in some healing applications that should have actually been only a 3-4 second delay like when I stim one person, then immediately try to stim another.
As for the math, that was an example brought up in the forums themselves, I just reported what was said. If someone wished to work out the exact math for both healing XP and crafting XP (taking into account the only 10% possible XP because of the Factory BEC requirements) I'd be more than happy to replace to wording and actually be quite appreciative of the effort. My brain hurts to much to try and do it myself. ![]()
Wizard3015: Issue number 23 covers the request for Faction Points for healers. If you wanted to change your listing based on that, feel free. ![]()
Shadmishek: On the idea that there may not be an easy solution for something like the Mind Damage issue. In a lot of ways there are many conflicting ideas and possible solutions to a some of the issues mentioned here and whether or not they are even issues (Mind Damage, Money, etc.) Personally what I think we, as the player base, really need back from the Devs on these kinds of issues is not that we tell them how to make it better, necessarily (because we can't really seem to come to a majority agreement), but we could use some guidance from the Devs that could be used to help narrow down and focus the discussion and the topic. I they tell us there is no way they will do one thing, but they might consider ideas along the lines of such-and-such, then we can all do better at brainstorming on a more focused path and perhaps come up with a better consensus on the issues at hand.
And for those offering kudos. Thanks! But i still think Traigus does a MUCH better job in organizing his Medic Top 5 than I do. I just can't seem to get quite THAT well organized.