Doctor Archive
Thread: CU about to start on public TC... Medical profession details here
MyT_Chicken wrote:
We had a lot of abilities that could be considered "Magic" /tenddamage, /tendwound, /firstaid, /quickheal....etc.
Marrow1 wrote:
MyT_Chicken wrote:
All I'm gonna say about this is....The actions of one....set the tone of Many. Visit the Entertainer Forum and you will understand.
When a person goes in there and flames all entertainers for "Being AFK".....or "NEED AFK MACRO"....or anything like that...you will understand what I'm trying to say. Justbecause the Botters and AFKers aren't vocal (I mean how can they...they are AFK) doesn't mean they aren't there. It takes one person to screw the reputation of many....And once the reputaion is gone there isn't much that can be done to fix it.
Our profession is tagged as "Buff bots"...and it drives me nuts...People think that is all we can do...all we care about...and all we ever do. It's not about what is true or false...it's about the reputaion of one screwing the reputation of many... And thats what it boils down to.
Then just how nuts will you go when the afk doc bots have replaced the afk ent bots? The only think that has pushed the doc bots into hiding is that the buff required meds and could not be give for free. Likewise for wound and other healing.
Here is my issue. I go to the mining outpost to do a bit of hunting. Inside the cantina is a doc
/targetoutward
/healenhance
/curedisease
/curepoison
etc.
Every player cantina will have the same bot.
So now all somone has to do is run into a cantina and get all the healing they need. Oh sure, they will not get the damage healing they need in the fieldbut heck, they have skill point free Stim B's.
Enhancers require items....looted or crafted from BE's....nothing is different from that aspect.
Marrow1 wrote:
MyT_Chicken wrote:
We had a lot of abilities that could be considered "Magic" /tenddamage, /tendwound, /firstaid, /quickheal....etc.
Yes, and even though they were free people still did not use them. That right there tells you a lot about what people want in this game.
MyT_Chicken wrote:
Enhancers require items....looted or crafted from BE's....nothing is different from that aspect.
I used them all the time...the only reason most people don't is that 99% of the itemless abilities we have cause wounds.
Marrow1 wrote:
MyT_Chicken wrote:
Enhancers require items....looted or crafted from BE's....nothing is different from that aspect.
I used them all the time...the only reason most people don't is that 99% of the itemless abilities we have cause wounds.
You do understand that a doc will be able to buff/heal/cure without the use of Enhancers. Enhancers will be effectively nothing more than what bivoli is for current buffing. It will not prevent one from buffing or healing if they do not use it. It will only increase the potency if they do use it..
Maybe your right, but until we see it on the TC, its hard to actually say AFKers will still ruin our profession. Maybe the buffs we have will have a longer cool down then when we use enhancers. I don't know until we see it.
RotorofCorRng wrote:
Is there going to be an "enabling device" for these "abilities" ala combat professions. Or is the game going to rely on these "magical" "abilities"?
Well, I brought this up on a couple of occasions, but really, an "enabling device" would just be something that took up another inventory slot.
I can't imagine you want a placeholder in your inventory, would you?
Kurt "Thunderheart" Stangl
Community Relations Manager
MistressChila wrote:
Well, to me the changes dont seem bad at all, at least per se. What concerns me is, that I fear I cannot keep my ultimate healer profile. At the moment I am Master Medic / Master Doc / Master Combat Medic which leaves me with almost no skill points left. I cannot fight anything, I rely on a good group defending me from everything and the group relies on me for keeping them alive. And I do this...
But, I will have no fun in this anymore when I will be the ultimate healer, who has to rely on someone else to obtain his meds. And that is what will happen, as I wont have enough skill points for BE to craft meds. I am so sad...
Take a closer look at the prerecs for doc or CM. You actually make out better.
To get Doc/CM you will only need 3 lines of medic. This saves you about 20 skill points. Add that to the 18 you already have left over and that gives you enough to get Novice Pistols, for example.
Yes, you would need to buy meds but remember that you dont have to have meds to heal. If you choose to buy Enhancers you can do so. Think of it as buying venom from a looter.
MistressChila wrote:
Well, to me the changes dont seem bad at all, at least per se. What concerns me is, that I fear I cannot keep my ultimate healer profile. At the moment I am Master Medic / Master Doc / Master Combat Medic which leaves me with almost no skill points left. I cannot fight anything, I rely on a good group defending me from everything and the group relies on me for keeping them alive. And I do this...
But, I will have no fun in this anymore when I will be the ultimate healer, who has to rely on someone else to obtain his meds. And that is what will happen, as I wont have enough skill points for BE to craft meds. I am so sad...
Sure you can keep Medic, Doc, and CM....I'm not a CM, so I haven't really focused my brain to their changes. But I would assume the CM follows the same "Skill based" system as Doctors....While I don't know, and please correct me if I'm wrong, but....I don't think CM's will need consumables either.
Based on the info we have, I think BE will be more for those people that don't want the pick up Medic, CM, or Doctor...
MyT_Chicken wrote:
Sure you can keep Medic, Doc, and CM....I'm not a CM, so I haven't really focused my brain to their changes. But I would assume the CM follows the same "Skill based" system as Doctors....While I don't know, and please correct me if I'm wrong, but....I don't think CM's will need consumables either.
Based on the info we have, I think BE will be more for those people that don't want the pick up Medic, CM, or Doctor...
CM will be in the same boat as Doc. No consumables except the optional ones...
vortexala wrote:
Chek wrote:
drmidnight wrote:
I would love to be a +12 BE
No such thing. There are and never have been any skill tapes for BE's.
There WILL be now...
edit: At least for the Med Crafting part. If not, there's gonna be some pissed off Med Crafters who have +12 now...
Message Edited by vortexala on 03-29-2005 09:22 PM
seriously.
Message Edited by Darksfallen on 03-30-2005 11:38 AM
As a Doctor, I'm having doubts as to the practicality of a Doc/CM... I'm a sceptic, so it's time to play the waiting game!
TWAM wrote:
What they'll specifically do to schematics in regard to resources and skill experimentation points (conversion?) of Doctor, Combat Medic and Bio Engineer is still known (to me). When it hits TC It'll be interesting to see what they have in store.
As a Doctor, I'm having doubts as to the practicality of a Doc/CM... I'm a sceptic, so it's time to play the waiting game!
I'm sure resource providers are interested in that as well. I have nice doctor resource stockpiles.