Doctor Archive

Thread: CURB idea for docs

Attichetcuk
Sun Mar 27, 2005 12:25 am
#1


I love being a doctor in-game. Being in the medical field in real life, naturally I gravitate to it in all the games I play. With my current TKM/Doc template, it has provided me with an outstanding mix of crafting/combat and support role. I am very disturbed to see that changing. I have thought for a long time that the medical professions have been off kilter in this game.


The main benefits, to self, for the massive expendature of skill points for a doctor have been....


Crafting of stims

Crafting of buff packs

Increased healing ability

Ability to buff


With the CURB, 3 of the main "self help" abilities are either being nurfed or completely removed from from the template. While I agree with reduction of buffs and the addition of no med use stims, the rest of the changes are unwanted. The "elite" skill will now be as useful as maintaining a master merchant. The only thing I see saving this profession and making it more viable is the removal of the combat medic profession. The proposal goes as follows....


2 paths are created both stiming from the Master Medic profession.


Path 1 = Master Doctor. Is a chemist and master of all things dealing with the the humaniod body. Can craft and use human stims, buffs, wound kits and toxic agents including disease and poison kits. Human effective only.


Path 2 = Master Bio-Engineer. Is a chemist and master DNA manipulater. A Vet. Can craft and use animal stims, buffs, wound kits and toxic agents including disease and poison kits. Animal effective only.


Both professions are very viable. Both professions have decent earning potential. Niether professionis has hollow as the proposed changes and can be obtained with the current skill point expendature. Of course current combat medics will be allowed 63 points to place in either of the two paths. The defenses and skill mods of the combat medic profession will be granted to each path. Any thoughts on this?


Attichetcuk
Orbac
Sun Mar 27, 2005 8:11 am
#2

I see it just the oppisite, Being a rifle/Doc . whit the changes it seems to me that CM should get all the Doc skills and just remove the Doc tree, because all the talk is combat healing, that sounds like a CM not a Doc, And I still don't see how a profession that crafts items for chefs and tailors is now the med. crafters? that and the fact that buffs are going to be "different" are the factors that have me wondering If I will keep the Master Doctor Title



-=Spice, never heard of the stuff=-
eeseigeameo
Sun Mar 27, 2005 1:42 pm
#3

Well.. I dunno about your preposed changes, but I fully agree with the fact that they will be removing much of what made being a doctor valuable... it seems unreasonable to take away without replacing, the content of two professions is now being spread amongst three.



Eeseigeameo Owoa
Master of Teras Kasi - Master Doctor - Master Tank
Ruh Fan Club
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