Doctor Archive

Thread: Doc Top 3 issues list

PurpleWarrior
Tue May 31, 2005 4:06 pm
#40

My top 3:




Marrow1 wrote:




2. The Hate system results in to much hate for healers creating tanks out of healers. We dont want the hate removed from healing just not give as much weight as damage.


4. Doc buffs are the lowest powered buffs when compaired to food or spice. Would like to get this moved to +20% or at least have the duration last as long as Inspiration buffs when applied by a M. Doc.


16. Conversion of Clothing mods to something that works.



Septus..




Ex-Combat Healer from Hell, FistFighter, Pokemon Trainer and Guntoter
Trying out Commando
TheTemplar
Tue May 31, 2005 4:41 pm
#41

My top 3 issues


2. The Hate system results in to much hate for healers creating tanks out of healers. We dont want the hate removed from healing just not give as much weight as damage.
This is an issue, but not necessarily solved on our side but maybe by giving tanks better taunts.

7. Allow the use of enhancers in the primary inventory as the default when using a skill. (like we had when you would /healenhance Health, for example).

13. Med Centers need a reason to exist.
(Perhaps a major wound healing buff *hint* *hint*)



Runner ups:
12. Increase wound healing (more power, shorter cool down)
Although this issue is quite important it is not game breaking since wounds aren't that common in larger qunatities, except from space grinders.

5. Our armor cert should give 40% reduction but currenly only gives 30%.
(if this is true it is a bug, pure and simple and must be fixed)

Message Edited by TheTemplar on 06-01-2005 01:42 AM



«Diekid Murmalon»
We are warriors, born from the light
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HIGH KNIGHT OF HONOUR

Sun-chi
Tue May 31, 2005 7:03 pm
#42

My Top 3 Issues


1) The Hate system is too much for healers, the hate is so bad that you are better off only healing yourself. I don't want the hate system removed from healing just tone it down a bit so healing does not give as much hate as damage.


2) Halve or remove the timers. The number of times peoplein my group have died while I was 3m from them and had almost full mind is beyond a joke.


3) Our Armour cert should give 40% reduction but currently it only gives 30%.


Marrow I can confirm for you that this is still an issue, as I have taken 1 line of Carbineer to offset this disadvantage.

SoupyC
Tue May 31, 2005 9:59 pm
#43








2. The Hate system results in to much hate for healers creating tanks out of healers. We dont want the hate removed from healing just not give as much weight as damage.

Maybe have our healing have a .5x multiplier?


12. Increase wound healing (more power, shorter cool down)

With more people dying more often, wounds are reaching into the 200-300 range...takes a rediculous amount of time to heal.


13. Med Centers need a reason to exist.


14. Nuetral players have a hard time playing a healer as most everyone is faction aligned. Any chance of allowing them to heal anyone in a med center. It is very rare that PvP happens in a med center. Most player med centers are private to prevent non-like faction members from using it (same with cloners and cantinas) so it would not really be abused by players running in their to get healed by a person who can not get attaced as they could not get attacted anyway while safe in a private structure.

These two go hand in hand, really. As far as the faction alignment problem, at least change the -Invalid Target- message to what we saw Pre-CU, "It wouldnt be wise to heal this person." Etc... Med centers are useless nowadays...this is a perfect idea.











--Elondir Adaweo--
Elder MBH/Rifleman
"Oh no, don't do that. Don't do that. If you
shoot him, you'll just make him mad..."

Giftmacher
Wed Jun 01, 2005 3:43 am
#44

My top 3:


1. Armour mitigation. I know this is a doable fix as it was done for the pistoleers not so long ago, so I pick this as it is most likely to see action from the devs.


2. Hate, I am not a tank, there really needs to be an adjustment made here, right now it really is too much of a chore to manage hate successfully and it only takes one mistake for it to be all over.


3. FS skills, another definite broken.


I've chosen these 3 for now because I'm not sure how well the heals have been improved otherwise it'd be on there for certain. Also the point about an accuracy buff, shouldn't that be Deadeye?


So much to address and so little room to draw attention to it!


Gift.


BadgerSmaker
Wed Jun 01, 2005 5:16 am
#45

CouldI add something to one of your points:







Marrow1 wrote:




2. The Hate system results in to much hate for healers creating tanks out of healers. We dont want the hate removed from healing just not give as much weight as damage.


Jedi healers incur no mob hate from healing, they can spam 1.5k heals all day and as soon as a doc hits a heal he gets mob hate.





For my issues I would say, 2, 3 then maybe 9.





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"BAD NPC SPAWNER IS HERE!, NO ENTRY IN NPC SPAWNERS DATATABLE"
Wasz
Wed Jun 01, 2005 5:42 am
#46



1) No XP for healing wounds


This is fixed. There are times I heal myself with a running incap spammed on the screen.


2) Healing wounds takes too long (both the speed and the power)


I believe healing speed is tied to combat level. My unlock is Mcarbineer/Mmedic/Doc4004 and heals quickly.


3) Doc buffs suck compared to foods & spices


Let the Chef's and BE do their job. Maybe make foods and enhamncers that increase our healing speed.


4) Docs are now tanks since we aggro everything (just like in EQ2 hmmm). I spend most of the time running around in circles healing myself.


Yes and no, depends on where you are situated in battle. Sometimes I am able to heal at range and up close without any aggro. Then there are times I have to shoot back and heal to survive.Its all in the roll and who is doing the most damage that gets aggro.


5) Speed of heals was reduced right before the CU, please do the same for us now,,,even if its just at the Master Doc level


I have no problem with the speed. There are many different healing methods at our disposal, get used to macroing and flipping toolbars on the run.


6) FS Healing skills are useless (more of an FS than doc issue but still affects us)


Can't answer that haven't gotten there yet.


7) Rez takes too long (I pity the fool who makes a mistake and has to retry a rez....the whole group will be dead by then)


OOPS not master doc yet...


8) Heals take too long and arent strong enough....either increase the speed or the power so that we can be efficient healers in our groups. I can not keep a group alove when my heals take too long, arent strong enough and I aggro everything.


Doc skills are now an active part of combat. The group benefits from an active doc. I have noticed that many combatants that I group with have healing ability as well. With experienced players we quickly recognize when each other is in trouble. Many times I have ben healed while under constant aggro, and shooting back or healing another player. Insome cases I fucnction as a backup tank, because as a doc we constantly heal tanks. BTW tanks are now based on CL level as well as professions with high defense attributes.


9) Dont get any xp for state heals, just as CMs get not xp for dots, roots, etc


Haven't had to deal with this issue yet as I am new to healing. Most of my background is in combat.


10) drag incapped players seems to work when it feels like it


Works for me


11) fix the mods on our clothes they're useless as well


Haven't bothered using them. I do most of my fighting and healing without armor, but I know I will need some soon.





Wasz Ipo, Jedi, Bustah Boute, Spy, Praise Darkness, Smuggler
Chubbatunde, Trader, Munitions



"I don't have time to bleed", Jesse Ventura, Predator
Bunklung
Wed Jun 01, 2005 6:29 am
#47

1. 20% buffs still aren't in the game!

2.Our armor cert should give 40% reduction but currenly only gives 30%.

3.Add a buff that increases def (like the jedi force aurra) and CoB



CANCELLED - Ex-Jedi@Ahazi
Master Enhancer - 0404LS,0040D,4000H,0400P
GET A REFUND ON TooW

MataHairy
Wed Jun 01, 2005 6:32 am
#48

The biggest issues I see:


(1) Too much agro for heals in combat.


(2) Not enough differentiation between buffs for different level medic/docs and/or using enhancers. Preferably, MDocs and/or enhancer users would buff over 10%. If that is not acceptable, there should be a much greater difference in time - perhaps 30 min for medics and 3 hours for MDocs.


(3) Faster wound healing (according to level) with xp.


(4) Higher damage healing, with less dependence on droids.






Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
Dapu
Wed Jun 01, 2005 8:36 am
#49





Wasz wrote:



1) No XP for healing wounds


This is fixed. There are times I heal myself with a running incap spammed on the screen.








This is meant for outside of combat, not while in, since you receive medical xp no matter what type of heal you use while in combat.


Are you speaking of while in combat? Or is this on test center? Would love to know!


I was just healing wounds last night outside of combat and received no xp.




SWDr. Dapu HustaeWS
;capo di tutti capi:
CThe Commission U[Comm]B
A Corleone, Naboo @


gamergirlx
Wed Jun 01, 2005 8:43 am
#50

I was healing wounds while in combat on Sunday and received a whopping 2 xp for my efforts! Hooray for the double xp weekend!!



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Gamlin_Shaw
Wed Jun 01, 2005 9:29 am
#51


We need XP for healing wounds! This is the BIGGEST issue yet. It alone killed lot of the professionals playing.
IamCadan
Wed Jun 01, 2005 10:43 am
#52

Here are my top 3 for my Master Doctor:

1. Wound healing. Right now there are some jedi who can heal huge amounts of wounds in one shot. I do 70 points if I have my droid out. I'm a doctor. I should be able to be a good healer. One option maybe that we can only do serious wound healing in a hospital.

2. Buff duration. I don't take my doctor into battle as I have both a jedi and a BH who specialize in this. I should be able to give out decent times on my buffs so they don't have to turn around and get rebuffed 45 minutes later.

3. Med xp. Not a real issue to me as I'm already a master but for those who are just starting out, why should they have to be in combat situation to get xp? Wound healing should be allowed in a hospital and med xp should be given out for it. This just makes sense to me. Let combat medics get their xp from being in the field.




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