Doctor Archive

Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks

Legende
Fri Jul 16, 2004 4:54 pm
#40

Short response:
Innocs - Doc
Area Heals - CM

My full response is here in the CM forum thread for this same topic, you can read it there if you would like.



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Legende Des'Krieges
Elder Twi'lek Doctor of Shadowfire
Master Doctor since 29 Aug 03 - 12pt Crafter

A tribute to CSR-TerryS || Best SEA ever!
Gouta
Fri Jul 16, 2004 5:06 pm
#41


Obata wrote:
I think it would be a mistake to introduce BOTH innoculations and AOE cures at the same time. It would be best to do just innoculations (or some mechanism that makes resisting the DOTs a real possibility) and see what that does for balance before putting in any type of AOE cure. The innoculations belong in Master Doctor, IMHO.



I agree with this myself, why not introduce innoculations make it a Master Doc skill. This way balance issues can be tracked and if it still out of balance revisit the issue AOE Poision and Disease cures. I have a feeling with innoculations, chef food (when it works) , and spice (when/if it is introduced) that there would be enough balance that AOE cures would be a non issue.

Just my humble 2 credits worth.
Houdani
Fri Jul 16, 2004 9:36 pm
#42

I'm going to have to jump on the Preserve the Doctor Bandwagon (tm). I am effectively changing my vote from the first page (second response).


Cures absolutely MUST remain exclusive to Doctors. There are several different ways for a Doctor to be an effective counter to the CM threat.


  • The easiest way would be to remove AREA antimeds from the CM repertoire. This would leave CMs with a single target attack to match the Doctor's single target cure. The range and area effect of antimeds are the biggest contributors to the balance cries. Range has been reduced recently, but the area effect remains a bane to most all PVP players ... even those who use good tactics and attempt to spread out. Obviously, this would not bea popular option, so we need to consider alternatives.

  • Another method for Doctors to counter CMs would be to grant an AREA cure to Doctors. This is not a ranged cure, but a cure that affects targets in the immediate vicinity of the Doctor.

While I firmly believe the ability to cure antimeds should stay in the domain of Doctors, I am very willing to let CMs havean additional ability tomitigate the threat of their peers, such as being given the ability to toss ranged and area medicines which significantly reduce the strength of antimeds. Alternately, rather than reducing the strength of the DOT, maybe this new medicine would dramatically slow the DOT down (increase the time between ticks). Slowing the tick would still allow the CMs to be a lethal threat, but would grant a much needed time window toobtain effective healing.


H.





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Gouta
Fri Jul 16, 2004 10:36 pm
#43

If Docs were to get Area Cures do you think the devs would remove the ranged support line for Combat Medics as a compromise? I realize its a stretch but that would negate the arguement that Docs shouldn't get Area Cures because they didn't take the Ranged Support line.

I don't belive Combat Medics should receive area cures as this is in the doc line.

I play as a MCM/MD so I'm just sitting back waiting to see what comes down the pipe.

Innoculations should require components made by Combat Medics, the injection amplifier or the Resilience Compound should be components required for any crafted innoculations.

If AOE cures go in then they should require the Dispersal Mechanism as one of there components.

EDIT: Fixed spelling boo-boos (Im sure there are more)

Message Edited by Gouta on 07-16-2004 10:38 PM

TenshiHanaKinu
Fri Jul 16, 2004 10:59 pm
#44

Combat Medics *are* the best Combat healers if you go off of # of affected players. They are also the 'offensive healer' of the two, with poison & disease... currently viable in destroying whole groups with their attacks. Doctors have limited range.



And what, 30m isn't the standard drag range???



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Gnuut
Fri Jul 16, 2004 11:16 pm
#45

Master CM has a max drag range of 19m



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
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I am a bio-warrior.
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I am a Master CM. Run for your life....

Songe
Sat Jul 17, 2004 12:47 am
#46

Ok first they mention area HEALS not cures.


For the rest, I think that innoculations should last 30 minutes tops and should not totally block CM poisons, just maybe reduce them more or less depending on their quality (max being 70% maybe?).


For area heals, I'm against it, it's for CMs.


If it came to area cures, I'm against it as well, innoculations are good enough IMO.


In any case, there should still be reasons for CMs to be CMs, and all this would prolly just make them drop CM for doc.



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Obata
Sat Jul 17, 2004 4:00 am
#47






Gnuut wrote:

Master CM has a max drag range of 19m







I agree with you about changing that. It's just plain silly. I have to disagree about giving CMs a poison/disease cure. CMs are the biggest source of poison and disease DOTs. If the area cures were put in CM, it would make that profession its own counter. The counter to a CM should be a doctor. In the CM forum we are barraged with complaints that PVP boils down to which side has the most CMs. If the AOE cures were given to CMs, this would only be perpetuated. Any AOE cures should at least require the same command (from the doctor tree) that the existing cures use. As I said in my previous post, I think they should also have a CM use rating so that they would require some skillfrom each profession.


I play a MCM/MD who was a doctor first. In the brief time between mastering Doc and picking up CM, I had a few opportunities to hunt in groups that included a CM. This was before the days when everyone wore armor, so healing was far more frequent than it is now. I rarely had the opportunity to heal anyone when the CM was with us. Ranged and AOE stims make it very difficult for a medic or doctor to heal someone who is in trouble before the CM does. Unfortunately, the quality of armor most players wear today makes healing damage nearly obsolete. Without the need for damage healing, states have become more important. I think if we weren't all so hard to hurt, CMs would once again shine as the most capable of combat healers.





Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Houdani
Sat Jul 17, 2004 8:34 am
#48




Gouta wrote:
If Docs were to get Area Cures do you think the devs would remove the ranged support line for Combat Medics as a compromise? I realize it's a stretch but that would negate the argument that Docs shouldn't get Area Cures because they didn't take the Ranged Support line.



I don't think anyone here is suggesting that Doctors be given a ranged AOE Cure. Rather, Doctors should be given a "point blank" AOE Cure which only affects folks who are within ___ meters of the Doctor.


Slightly off topic, but along with what you mentioned above --if Doctors really were to be granted an AOE Cure, this would have a very large impact on the threat of CMs. Because of this, I would support the notion of reducing the profession prerequisites for CMs by removing Marksman 0004 from the list. This is equivalent to thetweak that Bounty Hunters just received. Learning how to tumble shouldn't be a prerequisite for CM, although Combat XP should be a requirement for Novice CM.


H.




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Traigus
Sat Jul 17, 2004 2:57 pm
#49

I'd definitely go for the opposite of what most people are saying here...
The split most peopl are looking at overkills the CM.

2 professions able to cure poisons and diseases will cause CMs more worry (docs will still be able to cure single).

(snd for the very few of ya looking for 3 hour Innocs.. that is pretty much murdering CM if it were to happen)

Having Docs have cures has several benefits:

1.)Only 1 profession has all the effective other player poison and disease cures (CM can also go Doc). This make curing less common, helping to reserve some CM poison/disease combat potential, as well as affirming Doc Areas of Control.

2.) Current crafting model would make CM cures less effective then doc cures (even if AOE).

3.) Docs currently have a bit more to do in combat. Adding Area Cures to Doc RAISES that busyness. (Curing Poisons will take away MORE Mind from Docs, making their overall healing less effective (regen rate), allowing CMs to use poison MORE, or have poisons tick longer, as they would not be able to be chain cured as easily with Doctor's other responsibilities.

This all increases group need for Docs, even multiple docs.


CM should get innoculations as short term buffs:

1.) long term buffs (3 hours) are not in the best interest of CMs (everyone will have them all the time).

2.) innocs are by definition more powerful then cures (not getting hit is always better then getting hit.. even if you only take a little damage)... CMs should always be the best counter for CMs... and a Decent bonus Innoc will beat a cure any day.

3.) CMs will have to keep track of buffs in longer fights (and PVP) to increase their support role in combat.

4.) CMs will have a new support role in PVE combat vs. poisonous/disease carrying creatures. This will add to group power PVE that CM needs badly (but is not enough by itself). Giving this ability to Docs Promotes even more Doc/XXX solo templates.

That's just how I see it.

-T



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Zurck
Sat Jul 17, 2004 3:23 pm
#50

What would be the point of having 3 levels of innoculations? How many people do you know that go and get a level A or B buff? Rather then having 3 levels of innoculations there should be seperate ones for each pool (Health, Action, Mind).



Sall M'on
AoD
Black Sands, Tatooine
TenshiHanaKinu
Sat Jul 17, 2004 5:44 pm
#51

With the 400/400/400/400/400/400/1100/1100/800 Stat migration the only thing I even have to bother thinking about using mind on is Reviving.



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nnnnnnnnnnnnnnnnnnnn (( RP )) Level 90 Medic
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Revek
Sat Jul 17, 2004 7:08 pm
#52

I think a review of the overall ideas behind Doctor and CM needs to be done before I can answer this question. As it stands, a Doctor is the cure all person with Buffs & Res. Perfect, they are the best healers and medical practioners (Master Doc = PhD in Medicine). Combat medic is ment to be a combat healer with some offence, a combat support class (Master medic = Premium Paramedic & Bio Warefare Trained).


So we come to the problem, the paramedics want to cure everything, including their own Bio attacks, in area effects and they currently have some of the most powerful area effect that is killing the GCW (according to some at least). Doctors fear becoming nothing more than Buff Bots who hang out at the back and Rez maybe.


The problem centers around two things, area effect poison that can be tossed becomming Uber powerful and Doctors only able to heal one person at a time and taking 3-4 applications to do that for the serious ones.


Combat medics need to realise that Doctors need to be able to participate in GCW as Doctors, not as a Rifleman who buffs etc. That means that a Doctorhas to be able to cure more than a combat medic and better, on an individual basis. Combat Medic is not a healer, they fix basic problems or they stabilise before a Doctor can fix, they can also attack the enemy in the process.


Doctors can not try and take everything away from Combat medics, making them useless but for area stims, there must be a balance.


So what does this mean, well if we are not going to nurf the Uber poisons out there here are my suggestions on this situation.


Doctor Cure poison/disease:- Need a major boost so that no matter how powerful the poison, the cure is a one shot fix.


Innoculations:- Master Doctor only skill, 25% to 75% (can be pushed down to 50%, I am a hater of Dots) reduction in effectiveness of poison depending on crafting range, and I believe that people have already posted some decent suggestions on crafting, except a Doctor should not need components from another profession for this.


Area Cures:- I believe this should go to the Combat Medics but not be cures, more reductions, it taking about 3-5 reductions to cure a normal High end Master CM disease (more for the uber ones) but they are area effect and can be tossed.


What does this do? It means that Doctor is always going to be needed to heal straight away and is going to be the best source of healing. If you get hit by an Uber disease/poison you are going to NEED a Doctor. But the Combat medic is still able to affect the situation and reduce the pain till the person can get to a doctor.


Alternatively, Nurf the Current disease/poison pacs so they do not kill you in 2-3 ticks and keep ticking after encap so you do not 3 encap from a disease/poison. A disease/poison should not be a primary weapon, it should be a support weapon to reduce the effectiveness of the enemy.


Erh ... enough rambling.


Dr Revek Ramins
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