Doctor Archive

Thread: Dev Response to Top 5 Issues for September

Laeren
Thu Oct 02, 2003 12:14 am
#40






Traigus wrote:

agghh... no kits = magic.... /cry.


Texxie buy me a drink.. I need one bad... I still need a bottle of Vodka to cope with /tends.


Personally, I'm very interested in the TEF stuff... invisible TEFs are driving everyone nuts.


-T




People in the real world do it every day, it's called CPR. Without med kits or equipment or herbs mixed with polymers mixed with metals, even.


Give the doc massive mind wounds or something to compensate...but I don't see this as a huge problem to give a master doc. Who uses /tendwound anyway, except for emergencies? Same with /cpr.





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IlyaMasool
Thu Oct 02, 2003 12:20 am
#41






Laeren wrote:

People in the real world do it every day, it's called CPR. Without med kits or equipment or herbs mixed with polymers mixed with metals, even.


Give the doc massive mind wounds or something to compensate...but I don't see this as a huge problem to give a master doc. Who uses /tendwound anyway, except for emergencies? Same with /cpr.






Hmm.. thats a though.


A Master Doc skill that can wake a incapped(not dead)player without med pack regardless of reason (i.e. mind incap)


I like it!

Lewal
Thu Oct 02, 2003 12:24 am
#42

***I truly do NOT want to lose my "high hit" buffies! I get more of them then the lowbies.....


As far as a Master Doctor "reward", how about the combined packs idea?


Havethe skill to make a mult-medicine packs that heals the Health related pool (Health, Con, Str)and one that heals Action Pool (Action, Stam, Qui)


And/Or Combined Enhanced packs: One that buffs up the Health related pool (Health, Stam, Str) and one for the Action pool (Action, Qui, Stam)


This would reward the Masters and reduce all the med's we tote around. After-all, there are such antibiotics that cure various ailmentsand multi-vitamins that enhance various poolsin a "Real World".




Lewal ~~ Master Doctor/Squad Leader { Kith }

Klaeli ~~ Surveyor/Dancer { Kith }

Tarquinas
Star_Yoto
Thu Oct 02, 2003 12:46 am
#43

Survey - It's been gone over tons of times before, basically my viewpoint is as follows:


Where, Why, What, When and How does this interfere with Artisans, which everyone that crafts except Medics/Docs/CMs already has to have? I keep seeing the phrase that it interferes with them, but no one has ever bothered answering the 5 questions (personally I don't think people can). Wouldn't this phrase people like to use imply that Chefs, Architects, Weaponsmiths, Armorsmiths etc etc all undermine the Artisans Survey, of course not they ARE Artisans they can't undermine themselves.


This has nothing to do with 'soloing' or 'not relying on others' it simply has to do with the fact most of our resources are not gathered by the 'Artisans' so if we don't take Artisan we have no way to get these resources with any reliability. All that's being asked is to be able to use the survey tool, not to have the survey tree, like all the other crafting professions.

Zamslam
Thu Oct 02, 2003 12:49 am
#44







People in the real world do it every day, it's called CPR. Without med kits or equipment or herbs mixed with polymers mixed with metals, even.


Give the doc massive mind wounds or something to compensate...but I don't see this as a huge problem to give a master doc. Who uses /tendwound anyway, except for emergencies? Same with /cpr.







If you take 100 people who just died in real life, and do CPR on them. How many do you think would stand up and thank you vs stay dead?


It's not an apples-to-apples comparison. You can throw someone into a wood chipper and use a revive pack on the remains...


I loathe /tendanything as long as I can't heal my mind wounds.


I'd like /medicalforage to either yield stuff that


a) buffs mind secondary stats


b) buffs mind


c) heals mind wounds


d) heals mind damage


e) is the equivalent of clothing/armor enhancements for meds (with corresponding new box in schematics).


The buffs don't need to be huge or long lasting, this doesn't need to be an imbalancing thing. Though having a unique ability like /medicalforage be useless is potentially imbalancing unless the Vision was for it to be useless. Doc's have a semi-unique need to deal with mind problems as heals use it like crazy. I think being able to address damage mind damage in the field doesn't hurt entertainiers. By the time you walk from your combat area to a cantina it's healed anyway...


As far as TEF goes: I think you should be able to heal anyone of any faction, and if doing so would give you TEF, then the game should prompt you (are you sure you really want to do this). While you're at it, lose the "it would be unwise to help" dialog, unless you add a "yes, I really want to do this".


Please forward this to the appropriate dev, if we're not sure he or she will read this. I don't mean to say "I am right and this is what they need to do", but just one more data point of what a customer who plays the class thinks would help.



Zarlor
Thu Oct 02, 2003 12:58 am
#45

Here's what Ilisted after culling allt he Master Doc Benefits threads as suggestions of things that might be helpful to have at Master Doc.



  • I think the majority consensus is to not move Res ability up to Master (although there is something of a vocal minority that would rather see it put there.) Possibly just putting the schematic for Res Packs at Master would be a viable compromise there, if you like.

  • The ideas for some form of innoculation has a pretty good following. It's related in many ways to Issue #16 (AoE Cures) in that Docs feel a bit overpowered by CMs when it comes to AoE Posion/Disease, since any Doc can only cure one person at a time and by the time they cure one, the CM has turned around and DoTed them (and anyone else) again. I can cover the innoculation idea in more detail if you like, just let me know.

  • Harvesting, at Novice Scout ability (or less) was also a suggestion (personally I'm a bit iffy on that one, which should make Traigus happy. )

  • Consolidated heal packs (like a B-level wound pack that will do all Health stats, or all Action stats at the same time, or evan all H/A stats.).

  • Consolidated Buff packs, same idea as above.

  • Additional Experimentation Points.

  • The missing +25 to heal injury speed.

  • An Enhance Mind A pack

  • Improved Resuscitate with something like a full stimming of the bars on Res and/or a reduction of the "sickness" time. (Don't forget that annoying stat stick bug, though!)

  • "Smelling Salts", in effect a small mind heal that can only be used on an incapped individual.
    A schematic for a high med use drug use to boost TN and/or BRE skills (would that interfere with BEs? I'm not certain what skill enhancers they can create.)

  • Schematic for some kind of resistance drug, that gives (or boosts) natural resistance rates by some percentage.

  • A combat special like "Vital Shot", since a Doc knows where it would hurt. Suggestions were for a -25 to aim modifiers (making it harder to hit) but +50% to damage, as jsut a suggested starting point.

  • A /medicalsurvey skill. (Had to throw it in here, you know, because somebody DID mention this as a Master Doc skill, if nothing else.)

  • A vendor (kinda tough to swallow giving out a skill you need to get all the way up to Business 3 to get, though, IMHO)

  • Enhance Health & Action E packs



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Elzaa
Thu Oct 02, 2003 4:24 am
#46

Ideas for master doc:


Enhance health and action E's that can only be used as master


Combo woundpacks E's, maybe "Red"(and green)woundpacks e's that would heal health, strenght, constituion for the amount that aB woundpack does... Would keep them usefull but not too usefull (if patient has really high wounds you'd still be better off using single stat woundpacks)


Mind power transfer.. This would for example allow you to bring mind incapped people back up, at cost to your own mind(i'm not talking big heals here, maybe a mind heal for 100 that would cost you 200 mind.. or 200 all stats).. Would not be overpowering but would be enough to bring an incapped guy back up




Elza (Bloodfin)
FSCS slot opened December 3rd


MChz
Thu Oct 02, 2003 5:18 am
#47

Just my two scents:


Randomized Buffing: I'm all for limiting the range. It's what we wanted and getting rid of the bum buffs imho justifies loosing the super ones.


Master Doctor skills:


1.I think the innoculation idea is a good one, but will meet with massize opposition from the CM's. This effectively makes them powerless against a group with a well stocked doctor. I would like to see a the doctors get ahigh resist however (or a perminant innoculation), so we have a chance to run around and cure poison and disease before dropping ourselves.Hard for such a skill to make sense in justifying how it would be possible in game, but not impossible for creative thinkers.


2. Smelling Salts, brilliant idea.


3. (MY BIG ONE) First Aid 3: Or something like that. It's rediculous that a doctor has to first aid like 7 times to clear a bleed. There should be a first aid 2 at novice doctor and first aid 3 at master.


Mind Heals: They are willing to give us some mind healing ability as long as it's not overpowering? If mind wasn't supposed to be the determining factor in combat, they why should it be treated any differently then the other HAM bars. I can see the xp grinding issue with aspiring doctors healing mind to keep up their loop of grinding, but if you put the mind healing skills at master, and seperate medical xp from combat medical xp, grinding xp is not an issue.


I am a doctor, but I'm also a pistoleer and usually getting shot at when I heal in combat. This 2 to 1 mind healing talk will have me in the dirt pretty fast in a fight since mind hits are the recent favorites for MOBs (don't think we didn't notice the change a few patches back). I think the principle mindbuffs should stay with the entertainers (great idea) but we should be able to at least Stim B on mind. Or, perhaps we could have a stim back that jumps willpower to an insane level for 10 seconds or so, allowing someone to get their own mind up for a controlled period of time without it being a massive jolt. As it is now, after buffing a group, my friends reallydon't need a doctor in a fight as we watch helplessly as our friends minds drain away to nothing.






Cy'ma Ranor - Bria
Zarlor
Thu Oct 02, 2003 5:36 am
#48

MChz: On the First Aid issue, I already posted this last week and it is annotated on the Issues itself (that's #9, BTW, although why it is that high when it's listed as being fixed is beyond me). We already have a fix coming. Notably:


Ben Hanson response to correspondent on 9/22/03: “Increased the power of firstAid. It now reduces bleeding at a rate of 3 times the medic's injury treatment.”


I don't think it is in on this publish (but I'm not positive about that) which means it will be fixed in the next publish (as in we should see it Live sometime in November.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Robins
Thu Oct 02, 2003 6:16 am
#49

On Issue #4, Master Doc Benefits:


I think you get a lot of stuff from that 1 point but since there is now no way to put out fires on people why not add that ability at master doctor. This will make two inprovements in one.





~Robins (Master Chemist) Colonel (Alliance Forces)

Don't forget to visit my Vendor: Robins Stims & Rez kits located just West of Anchorhead, Tatooine at /Waypoint -660, -5600. Carrying all Stim types, Woundpack B's, Rez kits and Enhance D (Health and Action) both over 90 Med Use and 90 Med Use and below.
Zarlor
Thu Oct 02, 2003 6:21 am
#50

I could add that as a sugestion, but do you really think making it a Master Doc benefit is appropriate for that ability? I more of the opinion that it belongs down in Medic somwhere.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
MChz
Thu Oct 02, 2003 6:24 am
#51

Thanks for the response Zarlor





Cy'ma Ranor - Bria
IlyaMasool
Thu Oct 02, 2003 6:40 am
#52






MegaMako wrote:

I would like to see docs get a heal over time (HOT) ability added as a class enhancement. An area effectHOT might be nice too butcould easilybecome overpowered if the value was too high.



A disease/poison resist buff would be nice too.






We already get this.


Enhanced stamina and Enhanced Constitution.


With good Enhanced Stamina, Master Dancer can dance for hours doing flurish every 5 seconds and never run out of action.


With good Enhanced Con.... Lets just say it is good.

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