Doctor Archive
Thread: Big List of Doc Issues for September (Discussion only)
ExarDun: Sorry,I didn't mean to sound harsh or anything, and if I did I certainly apologize. Just wanted to make sure that my position on the matter is clear for those who may still not be sure what it is that I do as a correspondent. (And there are definitely still folks out there who are unsure or assign me some kind of mystical powers of sway with the Devs that I just don't have.
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It did get me to thinking, though, that there may be issues on the list that there may be support for removing. I suppose I can put some consideration into posting a thread for votes for Issue removals. Perhaps some X% of the total votes would have to vote to remove a particular issue before it would be listed as "up for removal". Then if there were enough folks who jumped in on the forums with topics and support to keep an issues it could continue to stay.
It would make it a lot harder to get an issue off the list than it would to get it on, but as it stands an Issue isn't really "on the list" if it isn't in the Top 5 anyway. Just and idea I've been batting around in my head recently.
Great job on the LIST Zarlor.![]()
#5 is the main one i seam to be seeing using a stim c that is half as good a a d and geting much more healing with the c is a pain in the rear, and a waste in crafting time and money IMOP.
I like the On Duty Idea a lot i think it should be a terminal in the center to register and defently a timer on how long you have to be in the medical center before you can use it would be the fix to prevent explots.
Other then that you got everything i have run into in the List. I have been a novice doctor for only about a week so i may run into the others.
From my perspective, the factory issue is fixed. It runs like a dream and I have no substantial complaints about it.
To add to the list is the loss of buffs when reviving a buffed player, which has become my new #1 issue. I'm assuming this would be added to the existing Enhance issue item. All others are minor annoyances to me.
Great post. In all honesty, I'm not advanced enough to know much about the high end things you refer to, but here is my big issue right now.
Doctor Crafting does not fall in line with the advancement of the three other trees. WEould it not make sense that advancement of this tree should take about the same amount of time to advance in the other tiers of the three other branches. Basically, I only have advanced at crafting because I had 10,000XP already when I decided to take on the Novice Doctor profession. Since then, I have gained another 11,000 medical crafting xp, but have advanced my other branches to Intermediate Treatment Speed, Advanced Wound Treatment andAdvanced Medicine Knowledge. So in essence, I started with Intermediate Medicine Crafting, but even though I have nearly attained advanced in all branches, I am only halfway to Advanced crafting. Does this make sense? I have talked to several other Doctors that also said it took them forever to advance that branch. Not a major issue, but it's slightly irratating that I can use things like enhancement packs that I cannot even make yet.
This is my first post on this board, and it's past my bedtime, so I will (attempt to, heh) make my comments brief. Some information about myself, I have two doctor characters on two servers, one is master, one will be in less than a week. So believe me when I say, I've a bit of experience with the profession.
I do agree completely with virtually all issues, some are slightly petty, but are things that could be improved, so very well done on compiling the list *claps*..
My primary issue is #2 from the big list. I feel that we are slighted like no other class on this. Think for a moment, the only other Elite class, meaning based on but a single beginner class, that requires the Mastery of its beginner class is Ranger. Rangers are difficult to compare to Doctors, mainly because they can provide for themselves easily. Not to slight the Rangers accomplishments, but simply to point out that not only can they harvest the majority of their needs, but that the other components they require are far more plentiful and therefore much less costly. Being that the Ranger can harvest the hides which are so valuable to the Tailors and also the meats for Medics and cooks, and the bone for armorsmiths, they should never lack the pocket change to buy the pitiful sum of resources needed for their crafting which cannot be easily acquired by them from within their own class. The point is, the Doctor is the only other elite class requiring a prior mastery, and unlike the Ranger must either spec a 15 point Artisan (and frankly if you spec that you might as well spec Surveying4) and a 15 point Scout (and scout doesn't harvest much let me tell you) or be forced to purchase at huge expense from others if the option to purchase is even available, which it more often than not, isn't.
Doctors (CM's and Medics) going out to play in a group, and enjoy a hunt or a raid end up spending a great deal of credits... Have you ever seen a carbineer buying bullets? Or how about a Pistoleer or Rifleman purchasing powerpacks? Absolutely not... But in order for me to go out and enjoy a good hunt or raid I have to go out and buy... Or I have to break my third mastery in order to take Surveying4, and even if I do that I still cannot be a self-sufficient class because I lack the scouting skills needed for harvesting meats.
I've heard people say "You only need Artisan(or surveying(insert some number 1-4))." Medical Forage is bad comedy, there is no doubt about that. Surely there is a method that would allow us to fend for ourselves. Since in a good fight, we've fully buffed everyone in the group, and I often end up using 20 StimE's on a good long hunt or a hard raid. And 20 is quite a conservative estimate. I see no reason for us to be required to go to these lengths to create items that are used exclusively by our profession and in bulk often times. Do you really perceive me handing a nice phatty enhanceD to a pikeman and saying here you go brother, that'll be 5k. Not likely... But head out and try to be a group member and Buff everyone with A's and see how they like it.. heh
Next the argument, "Tell the group you need donations and tips etc.." What I'm a begger now? I make my money by riding the coat-tails of a group begging for money so I can feed those 8 harvesters I hope are still sitting on a vein, and buy those stacks of avian meats, hmm, wonder what repairs on my factory are like..? God forbid I make a real buff/heal with advanced comps. hehe
Don't get me wrong, I like the class, but I feel that on this issue we are definately getting the shaft. Personally, I want to finish Master Pistoleer... And yes I know that if I were wanting to be a Master Weaponsmith instead then I would have to take surveying up in order to be effective in getting my resources. Your right, but Surveying is in Artisan, which I would have to take for 15 points in order to get to Weaponsmithing, which means I could take a 3rd mastery in Weaponsmithing and get Surveying4 with 4 points left (if this characterbuilder can count). But even with that spec, I still have no method for gaining meats save for purchasing them, and would have absolutely no combative ability whatsoever.
Perhaps I overlook "balance" but I sense no balance in forcing a class to double-master for really only 1 mastery. IMHO we should be able to collect everything we need to create our medicines. At Master Doctor we should be at least as proficient at collecting it as the Surveying4 artisans. I also don't think that we would be "stepping on toes" because Surveying does not have an elite class, and Rangers prove their worth and earn their income easily from the artisan community who consumes unimaginable amounts of his or herharvested items.
Yes, I know, thank god it's over, I was just thinking that...
Thank you for the opportunity to voice my opinion, and have a good night...
Evastard Kane
I think after this week with the commando changes number 22
On Fire Cure .......
May have just moved to number 1 =)
And everyone thought the AT-ST's were overpowered rofl ...
I agree with the list, and I agree that the mind damage thing is a real porblem. It doesn't take a rocket scientist for an enemy to see that you are a medic/doctor and just attack your mind. Doctors without minds are as usless as corpse. I also feel very strongly about the ability to kill "non combat droids, ie, med droids, or droids with no attack, commands. I, like most others just don't make a whole lot of money, when most players want "Free" heals. We simply can't afford to keep replacing expensive droids. It's bad enough that I have to find a place to hide, just to use my droid for crafting so it wouldn't be destroyed. I also don't like the fact that droids have a flag at all times, even when the owner is covert. The droid can be destroyed by an enemy flag, even when the owner is covert. I hope to see a lot of these issues resolved. The other thing I agree with, is having to have the "Artisan survey skill" just for us to get the resources we need to make our meds, that skill, just takes more from our skill point allowance.
Docwookie
I have to agree with Faceless up there. I am a Master Doc and Master CM. I completely understand that if we could heal mind... then we would be too powerful of players. Everything needs a weakness. Mind will be Doctor's weakness in the fact that they are unable to heal it.
There are many things on the list they are very well thought of and others that are just plan complaining to be more powerful. I'm with faceless again but I'll say it a little cleaner... Deal with it. Ever profession has limitations. Learn to work around them.
And with money. I don't beleive there is any profession in the game that can say "the game" doesn't allow them to make money. It's all in how you play the game. Charge for everything. When I opened my first clinic... I charged for wound healing. Now that I'm master I don't charge for healing anymore but I do charge for stim selling and stat enhancements. That's my new biggest money maker. Just be creative and pushy at times.
I don't agree with the charging for everything. Honestly if I wanted to be a mercenary I would spec pure artisan and go Master Weaponsmith/DroidEng/Armorsmith and take more than enough Archy to make my own harvesters and factories... But I'm not playing to be a business man, or a merc. I really don't think the majority of others playing the Doc/CM Professions are either. I mean I have melee/range characters as well, and although I always try to donate (at least 1k for wounds and normally 5k for groups) a bit to any doc/cm who accompanies my group and/or heals me wound or otherwise. I will not pay someone who demands it, because frankly, I don't have to. My melee/ranged characters like most others have spec'd medic, and am perfectly capable of healing myself, although it takes longer I will still spend the extra time before I pay a creditwhore for woundhealing..
That's why I feel Medical Forage should be redesigned to Medical Survey, and allow us the abilities of the surveyors for the related items we need. It would still require that we purchase meats from ranger/scout classes, but at least for these items we could potentially go with the ranger/scout and care for them while they hunt to our mutual benefit.
It isn't as though this will make our resource acquisitions free, we will still have to pay for the same harvesters any other surveyer pays for. And the sampling will provide emergency rations for us in the event we run short.
Good hunting..
Just an update for folks who may be interested. I have made lots of little changes (and some big changes, in the case of the Factory Issue for example) to the list and will be putting it up probably on Monday, Tuesday at the latest.
Any help folks can give on digging into some of these issues, especially the ones that have the comments like (Fixed?) on them would really be appreciated. I can use all the helpI can get in making sure the issues really are current. (Obvisouly doesn't apply to the idea issues or game balance issues, but for the bugs and gameplay stuff that we can test, I can really use the help making sure they are correct.)
Thanks.