Doctor Archive
Thread: Big List of Doc Issues for October (Discussion)
#4 Master Doctor Benefits:
- Reduced mind costs of /tend and /heal commands. You could argue that by the time you've reached Master Doctor you would have conditioned your mind enough that healing isn't as much of a strain.
- Innoculations (Read on another board). You can buff Health, Action, Stamina, Strength, Quickness, and Constitution, but you can'tdefend againstdisease or poisons. This doesn't even have to last for hours, maybe 30 minutes tops. If you know a CM is attacking then you can get your shots to help against poisons and disease.
- Multi Packs (Been brought up before). This could be a new schematic to allow medpacks to be created to heal Health or Action and their respective secondaries.
- FSCS. Unlock the Force Sensitive ..... oops, how did that slip in there? Sorry.

Another thing that I have noticed is the lack of effect advanced components make in such packs. For example, I made a regular state stim (say a blinded state stim) with a charge optimized BEC with 9 charges, 3 power, and got a maximum charge yield of 38 from the state stim. With an Advanced BEC with 16 charges, 13 power, I got a maximum charge yield of 39. This was using the same organic and inorganic materials as well. On cure poison/disease packs and res kits, I did notice the normal increase in charges (went from 25 to 32 on the cures). It just seems like there is very little gain from using advanced components in those goods at the moment.
As a medical supplier that is intent on offering a variety of goods, including regular and advanced goods, I don't see a benefit at the moment to offering advanced versions of state stims or cure poison/disease packs.
Zarlor,
I've got to quick comments/suggestions.
Add alternative uses for medical experience points to the list. I floated this idea in a separate thread as you requested: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=14638. It seemed to get some traction. Current consensus is it needs further attention to balance, but almost all the responders liked the basic idea.
Add the ability for docs to increase a toon's resists to disease and poison by innoculations. (Another set of buffs to sell?) I know this has been kicked around for a while, but I really think this would go a long way to dealing with the cries to nerf Combat Medic would adds balance to the game.
Thanks.
Johaan,
Starstrider
The first is on the new list (to be posted today or tomorrow, just waiting on 1 thing from our Dev.)
The second is already under Issue #4 and #23, in some form. (Have been in those issuesfor a long while, actually.)
Grr, no edit.
Last sentence should end "...and add balance to the game."
Johaan
for me i think enhances should be a bit more consistant but i dont think people should be able to be buffed over 2k.
i have no qualms about healing poisons as it is since if we had a area cure poisons CM truly will be useless
Cure poison/diseases should have a their power values listed.
My biggest issue is the first aid healing for bleeds. It still sucks and getting mind bleed from a 2he weapon is instadeath in 5 seconds is ridiculous. Doctors should be able to heal bleeds as easily as they can heal poisons. then wed be more like actual healers in the game rather than reviver/buffers. medics can heal as well as a doc can. if we can heal states then we should eb able to heal the most common state-- the bleed state. a fighter it takes about 1 second to apply a bleed and theyre doing massive dmaage while theyre at it. I dont think doctors should get a mind heal(making them virtually invulnerable) but i do think they should be able to heal ANY bleeds in about 3 seconds at least. BH have stacking bleeds. 2h fighters can land a 700 damage mind bleed. fine, but docs should be able to get rid of them in a realistic amount of time. i wouldnt mind if we had to create an extra medicine to do so. maybeuse wound kits for healing bleeds since wound kits are so overpowered anyways and theres no point in creating the difficult wound Es.
OK. My opinion is that we should stop trying to ask for things already in other professions. We need resources? well, we're stuck with the 15 extra sp. I don't think asking for a replacement for the artisan survey or scout harvest skills is the answer. I think instead, we should ask for easier to produce products, so we don't have to travelto(almost) every planetonce or twice a week just to get the resources, then spend even more time making the stuff. I think meat should be removed as a requirment (hey, if they're making us spend 15 points to get the artisan, I don't mind, but I don't have the extra 15 points to get scout as well, and think it's unfair to be forced to pick up two professions just to get the resources we need!)
With that being said....Since it's my opinion that we need to stay away from asking for stuff other professions already have, take away the dang pet stims! Make that a novice medic requirement, at the least! THIS is my biggest issue, I hate how we're told we'd undermine artisan by getting a survey function, but CH gets a medic skill that undermines US?! Proposterous!
Other stuff: Cure for fire, Surgeon profession, Healing range CM components.
#1 Res should be a master doc skill. This is probably the most sought after skill from the combat professions, the MD rewards aren't as good as they should be. This is a two birds one stone issue.
#2 Our First Aid should be higher than medics. Maybe put an increase in efficency at the Novice Dr box and another at Master
#3 More frequent/higher OQ resources. Lok wheat at 48oq? Dolovite Iron hasn't even been on my server since well before I became a master doc. It's already a big enough hassle gathering everything, make it worth our while
Zerona: On #3. Absolutely I think it should satay in. The split decision was for only 2 options, Keep the variability as it is now, or got ot no variability at all. That was pretty much a split decision. However, it does not preclude us from including a reduced variability option. I will be noting in the new listing (to go up tomorrow for voting) about the vote and that our Dev did not decline the option to do reduced variability, only that he declined to do it at this time. It may still occur in the future and I think if it continues to remain a Top 5 issue I doubt he will have muchleeway tokeep it in a lower priority stack.
On #6, actually it's been an issue and worded strongly by all of the above on the Correspondent forum since the patch came out. Nobody needs a list to see the implications of that kind of bug. ![]()
On #13. It's in there. At least on the new list it is.
On #19, got that one added, too.
On #22, I haven't seen much of a call for that around here. While folks have complained aobut pet stimming, and often said they won't do it as a form of protest to not getting XP for it, I think you'd probably get a riot on your hands when it comes to those folks who do stim their pets. We already had almost tat from folks who are no longer able to stim their AT-STs. I'm all for balance, but this seems more like just asking for a nerf. From what I ahve seen the BEs are actually doing a pretty bang up business on Pet Stims, selling them for more than we sell Stim Bs, and that's just for Pet Stim As. At least that is what the case seems to be on Eclipse.
On #24, the timer wasn't full in the last time I tested. But this is actually what I was waiting for word on, if you read some of my other posts where I wadi I wanted to get the vote up today or tomorrow but was waiting on one thing from our Dev. That thing was the word that this one will be fully fixed by next publish.
On #39. Thanks, Several other folks have also confirmed this one was stealth fixed.
As for the factories... maybe you should give that "other" one two asprin, a redeed, and call me in the morning.
Actually it is possible a redeed will be the fix you need. If not, this is the first I've heard or seen any such problems on a second factory (you don't have them named the same name, do you?) so you may want to /bug it if the redeed doesn't help.
Thanks for all the input!
My biggest concern is with mind damage.
Currently it is the only determining factor in both PvE and PvP. The only reason Health and Action pools even matter anymore is because if you do enough damage the person will have to pop a stim B and use some of his mind pool up. It's funny that Holo said Mind damage wasn't to be the most determining factor in a battle, but it seems to currently be the ONLY determing factor.
I see this as a huge problem and I think SoE is greatly underestimating how big of a problem this is. This is a major game mechanic that is broken. Some people agree even though they don't realise it. All those people complaining about Eye shot, mind poison, mind bleeds etc are really complaining about mind damage is.
I heard mind damage used to be healable, but because of an exploit it was taken out (which I am assuming nothing was done to rectify the situation even though it's major game mechanic). Well although it's nice to see them fix an exploit, in all honesty messing with everyone in the game because of a few people using the exploit (I am assuming to get med XP) is not the best choice. I mean let's face it, things like getting rid of pet healing might stop _some_ people from exploiting it, but guess what they will jsut move on to another exploit while those who play fair get the short end of the stick. There are so many holes with getting easy med XP it's not even funny. Last night I saw people from the same clan killing each other. I was like "huh?". ButI quickly realised they were doing it without cloning to get major wounds. Then they would heal each other for experience. Of course the more common one is someone sits tehre doing tumble and taking action damage while someone else sits there and heals them. So if the exploit was because of XP I really don't think that is reason enough to have removed mind healing from the game.
Also sure it could be exploited if we could heal mind better then a 1:1 ratio, but I don't see anyway around it. The way I see it is skill points are the most limiting factor in this game. Sure someone might exploit it to get XP really fast but they would have reached that point sooner or later anyway. Given how easy it is to make medic XP as it is I don't see much of a problem.
As it has been mentioned it could be a master doctor ability since they no longer need XP.
Finally if stims could heal mind damage I would STRONGLY advise that area stims can not heal mind (why would I not be surprised if the exploit involved a CM sitting in range of his own AoE causing the group to be near invincible by throwing area stims non stop). Otherwise area stims would be way to powerful. Adding mind healing to the Stim E's would be great I think. Most people would agree E's are generally over kill, but if they healed mind then that would be a VERY good reason to use them. From a CM point of view this would give ranged stim E's a purpose. Also having it only be on E's would keep lower level medics from using them. Oh and the mind heal on the stim E wouldn't have to be equal to the action and health healing on the stim E, it could be a lot less if you guys felt that way.
Syrah
A couple of notes:
#3. Enhance Consistency - I guess this is a lost cause, given the split decision by the community vote. Should we be including this any further?
#6. Enhance Packs - We need to have very strongly worded requirements that the mixed buff crippling stat bug be removed. They need to hear a unified voice from the smugglers, chefs, and doctors to get this corrected as soon as possible. This could poison the market for buffs when people think they could die or have stats locked at lower levels because of them. If this goes on, bad word of mouth will kill the opportunities for buffs of any kind.
#13. Factory Problem - although minor, it would be good to include the ghost/invisible item transfers where only after closing windows do the images of the items move to their new homes.
#19. Res issues - Haven't seen a res sickness beyond 90seconds, but this was obviously replaced by the hard to pin down "aged corpse" feature. Some consistence and notification that the player has become far too smelly to bring back to life would be helpful.
#22. Pet Healing - A case could be made that we should even be able to heal a pet with a stimpack or woundpack, and that it should be the sole domain of BEs and their Pet Stimpacks. To put a real world spin on it, how useful is a CPR kit when working on Horses? Do you think the ER crash cart will help you mend the wounded elephant you keep in your pocket. One could suggest that stims won't work on pets, or work at such a degraded level that you only heal 200 health with a Stim instead of 1000. That would give a much greater demand for BE stims (and everyone knows they need the love).
#24. Damage/Stim Timer - The timer is in place and working like a total charm (love it).
#39. Schematic Trading - Works like a charm now. Unless someone has continued problems with it, it could stay of course. But I traded component and Stim-B schems with another Doc with 100% success.
Also, in what may be a minor bug for me, but I have one of my two factories which has stopped talking to me. Much like a teenager grown up, it never writes me emails anymore or cheefully tells me that I stupidly forgot to put in the right Organic. Just the cold shoulder as it hops into a convertible with the structure and clothing factories off to do no good. But my other factory is totally perfect and will notify me of recent accomplishments and will entertain the inlaws when they come over. I thought it was just at 'that age', but maybe its a bigger problem. Maybe he's on the spice!