Doctor Archive
Thread: More Diseases
This just got announced as going into the current publish (as in the one that is currently on Test Center and will be going live most likely within the next couple of weeks). One of the Devs working with the Scout Correspondent covered an issue they were having with seeing that some MOBs have special attacks, such as some of the disease attacks. Apparently these were some of the stronger (or at least longer lasting) disease attacks. It looks like they will be getting these implimented into this publish.
What tha means for Docs is that it looks like there may be a few more MOBs that will have a disease attack turned on that they were supposed to have had before. So now you'll have more of a reason to keep a disease packs on you in places other than just Endor.
Why is hair on back of my head all standing up?
This is disease? as in the ones what does wound damage? Like CM's?
oof... Guess good news is our wound packs B sale might increase and if Disease is strong enough, more doctors asked to join on a group, and lot more clone with wounds, but....
are we doctors gonna be blamed for this?
I mean we wanted more reason for doctors to feel need but.
Well I guess we'll just have to see how wide spread this is and how much effect this has on PvE.
High level scouts/rangers were seeing medium and large diseases lsited, but nothing was happening to them while fighting.
So it got fixed.
Nobody knows what the exact difference (except the devs)... but I suspect they are lighter than CM ones. I'm sure my TC character will come crying to Zarlor when I get one (I'm only a master medic on TC).. then he'll dangle me by my feet over some mob, to count damage tics again.
In with this, a few mobs that were missed earlier had poison and disease added, if they were supposed to have them but didn't. (No we don't have a list.)
I know a lot of people don't even carry poison and disease packs outside of Endor... may wanna start crating some up. (though we are probably talking about a handful of mob types over the whole galaxy... I doubt that everything on Lok will get a point disease).
-T
(Maybe we should fear those diseased nunas now?) Aaagh! Get it off me! Get it off me!
Traigus wrote:
...I know a lot of people don't even carry poison and disease packs outside of Endor... may wanna start crating some up. (though we are probably talking about a handful of mob types over the whole galaxy...
Unfortunately many od cure poison/disease have really high med use requirement. I think 80 something on Cure C's so the market for them for us doctors and finding one who not only have em, but can also use em is not gonna be easy for groups who hunt in advanced planets.
Kinda strange for Dev to say
"Oh yhea, you are right, some of these high level mobs what have poison/diease as listed don't use them! and look what we found! MORE mobs on Adv planets that supposed to have em!"
I think this is part of their "Make Advanced planet group oriented" motto.
gonna bookmark this tho so if anyone say anything about Doctor causing this (we are not, it wasn't even in our top 40 issue) I'll point them right over to Scout.
Actually, so do I... but I'm paranoid.. and I can't use diease packs yet.. but hey... stupid work interupting SWG playing...
I know a lot of people that don't carry state packs either... or just dizzys.
-T
I dunno, I personally think this is about the right time in SWG development to do this. I kinda like this proposal - right now there is almost nothing in this game that diseases people, which kind of makes cure disease rather pointless (yes, combat medics can disease, and some do, but from what I've seen mostly CM's just go for mind poison and nothing else). Also, now that enough players have become competent Docs, and some even Master Docs, we have far more wound healing capacity on the servers than when the game launched, so I personally think that adding more things that cause wounds is a good thing at this stage in the game.
If they are going to do this, though, mob-inflicted diseases need to work very slowly, so players who don't have a doc handy have a chance to find one. It would be reasonable to expect that such a disease might do like 500 wounds per hour, maybe even only 250. This gives players plenty of time to find medical help. Or maybe the disease does like 500 wounds in 10 mins then naturally abates. Something like that.
What I don't want to see is people frustrated because every time they go out to solo, they get hit with a disease within 5 minutes, and 5 minutes later they are in clone center with 1 health, action, or mind. Because there simply aren't enough Doctors to join *every* group out there.
I dunno about now, never really rechecked since live...
But Corellian Diseased Vrelts whacked a nice wimpy 2 point/time unit of some kinddisease on my in beta 3... lots of fun.
Diseased Nunas never did.. because Naboo is for wussies! ![]()
-T
Blame it on the creature handlers - they are the only one to directly benefit from this change (expect to see more diseasing pets used in PvP). It definitely indirectly benefits doctors as well since more wounds = more business.
The CHs will now be able to apply diseases/poisons via high level pet attacks...
Should change PvP up a bit now, will be interesting to see.
Traigus wrote:
Diseased Nunas never did.. because Naboo is for wussies!
Oh now you've done it.
I can see it now, wave upon wave of Diseased Nunas wrecking havoc on Theed.
Commando's running in horror, CH with pasty faced Rancor running for their lives from tiny nunas.
Theed Shuttle port would remind you of last day of saigon with everyone and their little sisters trying to catch last shuttle out of Theed.
That'd literally kill me.
I'd die laughing, but it'd kill me neverthless.