Doctor Archive
Thread: Zarler my personal problem with the doctor tree
i say rez is as easy as it should be now...
a serious commitment but not enough of one wherey ou gimp yourselves in other aspects of the game like combat/entertain/crafting
Revive should either be moved to master doctor, or have the difficulty bumped up to 98. Its way too low at the moment. Way too much skimming of our trademark skill going on.
Master doctor definately needs some oomph. The wound treatment speed is TRULY worthless, and all the MD stat buffs do is buff 4 stat pools a group with a doctor in it could care less about.
Perhaps MD's should get an additional bonus to their injury treatment rate and speed? Something useful, then. As it is now, particularly with the totally screwed up enhancement bugs, wasting 29 points on pharmacy 4, wound treatment speed 4 and master doctor is kind of masochistic. You can even get rid of medicine crafting for another 14 points if you just buy your rescusitation kits.
Being able to revive the dead should NOT be some pickup skill on the side. Given the absurdly low difficulty rating of buffs,stimpacks, and rescus kits, there is ZERO point to master doctors at the moment.
I dont think the wound speed / medicine knowledge are worthwhile nor is master doctor. currently to my knowlegde poison/disease are so insignificant there isnt much of a need to healing them and wound healing inst much of an issue unless a doctor is swamped with patienst and needs to heal quickly. (heard the wound speed healing was bugged not sure though). master doctor should offer mor bonus than the overkill stim E. maybe another experimination point or better skills mods. also the skill requirments on high level meds should REQUIRE you to get most or all of the medicine knowledge tree a novice doctor should not be able to use the resucitation kits. this ability should be reserved for master doctors. if anyone has an argument as to the merits of these things please discuss.
A novice doctor can't use rez kits. You need master wound treatment to get the "revive player" skill. Which means you've gotten 150,000 medical xp AFTER making Novice Doctor. That's not an insignificant achievement.
Wound treatment speed does make a difference; the cycle time between wound treatment goes from 30 seconds at master medic to 15 seconds at master wound treatment speed. Twice as fast, in other words. When you're required to get 150,000 xp per tree branch, that does make a substantial difference. But I wouldn't object to an argument that it should make MORE of a difference -- like dropping it down to 5 seconds or something.
I think you're forgetting one major, if not the major, aspect of the doc class: buffs. Probably because they're so broken right now. But check out the medicine use requirements on the high-level buff packs. That's why you get your use up. When they work, our buffs will be in phenominal demand. Already, with a cruddy health/action C pack, I can buff up 1000 points in each pool. In theory, with advanced components, these packs could buff in the 3k-4k range. Just keep that in mind.
There IS a purpose to Master Doctor. We just aren't able to see, or enjoy, that purpose yet.
Keep the faith, bro. We'll be the coolest dudes in the school before too long. Get used to people begging piteously for your buffs.... ![]()
Wound treatment speed is "totally useless." I see.
Buff packs are on the wound timer. I guess a full character buff in 1.5 minutes instead of 3 minutes is worthless, then.
Hmm.... I seem to recall most people in the med centers begging for a "fast" wound heal. I guess those people have no sense of worth.
Wound treatment speed was the FIRST skill tree I levelled up. Once I was healing twice as fast as before, the 300,000 xp for the rest of the non-crafting branches was trivial.
I don't know if I would agree DarthWaffle.
Revive : I think this is fine. They have to get one of 4th tier skills, although I wouldn't mind it requiring little bit more medical usage skill (maybe 25 more) and it would be EXTREMELY nice to have Revive Kit - B which only master doctor can use which Revive a dead player and COMPLETELY restore their HAM including the Mind.
Speed : I think wound speed is noticeable, but it would also be nice if it was little bit more noticeable in terms of wound speed. I can't really say I noticed huge difference between master medic and master doctor. I am quite happy with the speed. Sure I wish I was just hair faster when I am healing out there in Tusken Castle, but it is not crippling yet. (I might sing a different tune later when all these doctor buffs are fixed, chef finally get good food & drink and everyone walks around fully buffed with 3000+ HAM. Thats when I would probably wish for Stimpack - F)
The way I see it master doctor gets uber buffs, insane wound healing,and theability to sell stuff to all the ohter medics. If poison and disease cureswere needed skillsa lot more people would go master doc. Maybeonce combat medics get their booststhey will be. WoundSpeed should also decrease mind use on buffs and woundpacks.
If they take away ability to rez from anyone but master doc and make all the usages higher I'll just untrain the whole tree. It will be a pointless waste of skill points to be anything other then master.
"If they take away ability to rez from anyone but master doc and make all the usages higher I'll just untrain the whole tree. It will be a pointless waste of skill points to be anything other then master."
I hear ya. I certainly don't think revive should be limited to master, but right now all it require is 50 medical usage, what any master medic have. 25 more would just Second tire of doctor Medicine knowledge, which I think is nice symbolic guesture.Heck I wouldn't mind if it is only 15 more, something to indicate that you need more medical knowledge than a medic.
The schematic for rez packs IS at Master Doctor. Use, however, is at master wound treatment. And medicine use is at 50-55, which you usually have at novice Doc.