Doctor Archive
Thread: A few ideas to improve Doctor. And something for everyone.
#1. A "debuff" skill. Similar to buff packs but it would do the opposite. It would remove all buffs from a player. I'm a master doc now but I haven't always been. I used to get buffed to go out hunting and it was such a pain to see a couple of my buffs fade and want to get re-buffed, but can't because I don't want half a buff and have the other buffs wear off in the middle of a fight, so I had to sit around for as long as 30 minutes for the rest of my buffs to fade.
With debuff packs, no one would have to wait for their other buffs to wear off. If they had a buff that was gone, they could go to a doc and get debuffed, then be buffed again with a fresh set of buffs. This could also make things interesting in PvP. You could debuff someone you or a friend is fighting and have a huge impact on the outcome aside from healing.
But not a single pack for each stat though. There are enough schematics to sort through as it is without adding at least 6 more (one debuff for each stat).
#2. A way to "hide" schematics. As a master doctor, I rarely if ever use anything but my enhance D schematics, and B stims. B wound packs, etc. It's just annoying to open a tool to make one and have to sift through numerous schematics to find the one I want to use.
If there was a way to "hide" the ones that aren't being used, then you could open your tool and only see the most used ones there because the others would be hidden. Kind of like how folders on your computer can show all items in it or hide certain ones. I only use a handful of schematics. Enhance D's, Stim B's, wound B's, Cure poison/disease A's, Advanced components, etc. If I could hide the ones that I don't use, I would only have about a dozen or so schematics to look at when I open my crafting tool instead of 30+.
I think this would benefit all of the professions that requirealot of crafting as I'd imagine that most of them only have certain schematics that they use as well.
Well, these are just my ideas. If there is a way to do either of these, I'm not aware and would appreciate some info on how to do them. ![]()
Thanks for reading anyway.
Tantuine wrote:#1. A "debuff" skill. Similar to buff packs but it would do the opposite. It would remove all buffs from a player. I'm a master doc now but I haven't always been. I used to get buffed to go out hunting and it was such a pain to see a couple of my buffs fade and want to get re-buffed, but can't because I don't want half a buff and have the other buffs wear off in the middle of a fight, so I had to sit around for as long as 30 minutes for the rest of my buffs to fade.
With debuff packs, no one would have to wait for their other buffs to wear off. If they had a buff that was gone, they could go to a doc and get debuffed, then be buffed again with a fresh set of buffs. This could also make things interesting in PvP. You could debuff someone you or a friend is fighting and have a huge impact on the outcome aside from healing.
But not a single pack for each stat though. There are enough schematics to sort through as it is without adding at least 6 more (one debuff for each stat).
#2. A way to "hide" schematics. As a master doctor, I rarely if ever use anything but my enhance D schematics, and B stims. B wound packs, etc. It's just annoying to open a tool to make one and have to sift through numerous schematics to find the one I want to use.
If there was a way to "hide" the ones that aren't being used, then you could open your tool and only see the most used ones there because the others would be hidden. Kind of like how folders on your computer can show all items in it or hide certain ones. I only use a handful of schematics. Enhance D's, Stim B's, wound B's, Cure poison/disease A's, Advanced components, etc. If I could hide the ones that I don't use, I would only have about a dozen or so schematics to look at when I open my crafting tool instead of 30+.
I think this would benefit all of the professions that requirealot of crafting as I'd imagine that most of them only have certain schematics that they use as well.
Well, these are just my ideas. If there is a way to do either of these, I'm not aware and would appreciate some info on how to do them.
Thanks for reading anyway.
To your first suggestion, griefing. That is all it will cause.
Second, meh, would be nice, but it's not worth it imo. I'd rather see things fixed, before a feature like that is introduced.
This is an excellent idea. Griefing could be prevented by implementing a confirm dialog that the patient must click on before any action is taken, i.e. "Foglera wishes to remove your 2276 Action Enhance [3825s remaining], are you sure you want this enhance removed?" The player then may choose whether or not they wish the enhance to be removed. This would also helpcombat ninja-buffers griefing players with EnhanceA's, as they could be quicklyand easily removed without using the current method of deathblow/revive, which removes all enhances including ones to their mind pool/substats provided by entertainers.
I would lean towards having this be an inate ability rather than requiring a crafted item. A static mind cost based on the Wound Treatment skill mod would work, or perhaps calculate the mind cost of removing an enhance based on the timer remaining. It may cost me very little mind to remove an enhance that had 5 minutes left,but considerablymore for an enhance with 2 hours left. However, with buff overwrites supposedlycoming down the pipe fairly soon, such a skill may be a redundant solution to the same problem. A good idea in any event.
I also agree that there needs to be a better way of organizing schematics, both in the datapad and during crafting. Adding additional categories with collapsible menus (with a persistent layout between crafting sessions) would save time and aggravation wading through a large homogenous list. I was briefly both Master Doctor and Master Combat Medic, and the number of schematics was almost unmanageable. I'd love to see additional collapsible categories along these lines (ties in with CM as well):
- Sub-Components (Already exists)
- Heal Damage (Normal, Ranged, and Area Stims)
- Heal Wound
- Heal State (Poison, Disease, Blinded, Dizzy, Intimidate, Stun, Resuscitation)
- Enhance Stats
- Poison & Disease Stats
Being able to filter schematics would be another great feature, though it may add too much complexity to navigation. However I very rarely find myself using any of the A schematics for stims/wounds/enhances, and would love to set a filter that would only show B packs and above, etc. If I really wanted to craft a stimA the filter could be toggled off, but the other 99% of the time I'd rather it was out of sight.
Both of these subjects have probably been run into the ground in countless threads already, but I wanted to give my input. Happy healing!
I believe that both of those items, in some form, at least, are on the list.
Debuff isn't, really, but we will be getting a onerwrite ability on buffs eventually. Besides I would think that a true debuff skill should belong to CMs anyway, as the anithesis of Docs.
The hiding and/or sorting of schematics has long been something any crafting profession could use. I think we have more important issues to deal with at the moment, but it's definitely a great idea, nonetheless.
Maybe you should have to be grouped in order to provide a buff or remove a buff?