Doctor Archive
Thread: what is everyone's thought on A and B having same med use?
No offense but in times where one may need wound healing or damge healing what is 14 wound or 98 damge healing really add up to? NOTHING IMO
I have a combat main and a MD alt, and it seems unfair to have to invest more than 15 points on my main just to heal combat damage to keep myself alive seeing that this is a skills based game(or is supposed to be) and I receive no extra ham points to reflect my skills. It is also unfair to make a player totally dependent on Doctors who may not be around when needed for wound healing and thats why its nice to be able to invest 15 SP's(not a small amount BTW) so one can heal their wounds more than 14 at a time.
Most of the content in this game that is at all interesting is not soloable by most without a buff or stims, Docs do and should have the market on buffs but if you increase the med use while lowering the effectiveness of stim and wound b's you are effectively destroying many a players source of income and hard work, seeing as it usuallly takes at least 2 experimentation points to lower the med use on a buff D from say 93-94 to 90, how many points do you think its going to take to lower a stim b' with a meduse of 10 to a meduse of 5? 3 or 4 at least, effectively destroying any higher healing power.
Most if not all things a novice can do in this game are utterly useless, one must be a master of their profession to have any benefit of their trade, meduse on wound and stim b's is hardly an issue to grief everyone over, as a master doc you already have the buff business and entire medical crafting business open to you as well as being an integral part of any large group, do you think you might get over this small little issue? If you dont like it dont craft quality B's, as a master doctor myself I have no problem crafting quality b meds for novices and combat types who have need of them for times when there isnt a doctor in the house.
It sucks imho.
It all needs to be balanced, the lowest available Stim should be able to be used by everyone (even without novice medic), BUT don't freak out. The Stim A I propose would heal MINIMAL damage and eat up HUGE mind, almost not worth using, but as a last resort. (you would use up like half your mind making you unable to use 2 back to back)
This would give a market for A's again.
No one needs A's OR D's for that matter...
Why are they ALL called SMALL Stimpacks, where's the big ones? huh!? lol
Kynin wrote:
No offense but in times where one may need wound healing or damge healing what is 14 wound or 98 damge healing really add up to? NOTHING IMO
I have a combat main and a MD alt, and it seems unfair to have to invest more than 15 points on my main just to heal combat damage to keep myself alive seeing that this is a skills based game(or is supposed to be) and I receive no extra ham points to reflect my skills. It is also unfair to make a player totally dependent on Doctors who may not be around when needed for wound healing and thats why its nice to be able to invest 15 SP's(not a small amount BTW) so one can heal their wounds more than 14 at a time.
Most of the content in this game that is at all interesting is not soloable by most without a buff or stims, Docs do and should have the market on buffs but if you increase the med use while lowering the effectiveness of stim and wound b's you are effectively destroying many a players source of income and hard work, seeing as it usuallly takes at least 2 experimentation points to lower the med use on a buff D from say 93-94 to 90, how many points do you think its going to take to lower a stim b' with a meduse of 10 to a meduse of 5? 3 or 4 at least, effectively destroying any higher healing power.
Most if not all things a novice can do in this game are utterly useless, one must be a master of their profession to have any benefit of their trade, meduse on wound and stim b's is hardly an issue to grief everyone over, as a master doc you already have the buff business and entire medical crafting business open to you as well as being an integral part of any large group, do you think you might get over this small little issue? If you dont like it dont craft quality B's, as a master doctor myself I have no problem crafting quality b meds for novices and combat types who have need of them for times when there isnt a doctor in the house.
I think his griefing was for the doctor profession, because if people can heal that much in comabt then our only use would be being rez and buff bots.
travenwatts wrote:
I will probably take a lot of heat for this, but it seems to me that the med use of Stim B and Medpack B should be raised to 10. It doesn't make sense that a Novice Medic can use a well crafted B and heal a wound for over 100 with only very beginner level skills. At master doctor, I always used B packs because I could heal most wounds with it. So as a master doctor I only needed to use a novicec level med.
It just seems that Novice medic should only be able to use Stim A and Med A until the first box of pharmacology. Unless they bought some meds B's that were experimented down to 5 med use.
Just some thoughts...I think it would make it ineteresting to see what those people do that only pick up Novice Medic.
Flynn_Nomad wrote:
It all needs to be balanced, the lowest available Stim should be able to be used by everyone (even without novice medic), BUT don't freak out. The Stim A I propose would heal MINIMAL damage and eat up HUGE mind, almost not worth using, but as a last resort. (you would use up like half your mind making you unable to use 2 back to back)
This would give a market for A's again.