Doctor Archive

Thread: what is everyone's thought on A and B having same med use?

travenwatts
Sun Feb 22, 2004 4:56 pm
#1

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.
Zarlor
Mon Feb 23, 2004 7:57 am
#2

http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=22459

Balance Issue #14.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Mon Feb 23, 2004 7:58 am
#3

Oh, and relatedly you can look at the Medic Issues list for the same issue, but also for the Universal Stim A issue, which also has a bit more support that I think I would have expected.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kynin
Mon Feb 23, 2004 8:26 am
#4

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.


Flynn_Nomad
Mon Feb 23, 2004 10:00 am
#5

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





--------------------------------------------
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no mystical energy field that controls my destiny.
VTmoon
Tue Feb 24, 2004 11:34 am
#6






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.




Mono Noke
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Rolassk
Tue Feb 24, 2004 12:44 pm
#7




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.




Personally, I'd like it to stay the way it is, a ton of players have built their toons to a set template at 250skill points. I also believe it would hurt the docs like me who craft meds for sale. Most of my business is Stim B's and I do about a 1/10thas much ofmy Stim B production making Stim C's. This change would in effect make Stim B sales the same as Stim C sales are currently (only the Pharm III and up medics/cm/docs that can't be bothered to craft their own product). Also you have to understand that a 15SP novice medic isn't going to stim heal nearly as consistently as a medic with First Aid I and up (heck the range is worse then buff packs are. I remember using 300ish Stim B's on my BH toon with Nov Medic and getting anywhere from 500heals down to 75). So to say that a player with 15SP novice medic can use Stim B's the same as a Master Doctor, isn't really a true statement.


Now that being said


I would like to see Woundpack B's come out to 13Med Use using crappy resources (would need 2 experimentation points to get down to 10MU)and 11Med Use using high quality resources (would need 1 exp point to get down to 10MU [more incentive to use HQ resources in the schematic]). This would create a niche market for the Woundpack B's, and would require the user to have at least Pharm I if they choose to buy Med Use Experimented Wound B's, but slightly less powerful, or to have Pharm II if they choose to buy the maxed out heal B's. Why do I want this for Woundpack B's and not Stim B's? Three reasons; 1)There is no Wound Treatment Skill gained in all of Medic, meaning a Novice Medic can heal their wounds just as good as a Master. 2)Currently, players either choose Novice Medic, or choose to go up to at least Pharm III. There is no benefit of having Pharm I nor Pharm II, this would give the two skill boxesa usefulnessas mentioned above. 3)Stims are a quick heal, no biggie, no real need to make it difficult, I think everyone would enjoy staying alive over dying. BUT, wounds are permanent until healed and should require more skill investment over the what a Stim requires. Since players have 500-1K HAM bars (unbuffed) you don't need anything more then a 150Heal Woundpack B to heal quickly, thus they should require a higher investment to use.



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All warfare is based on deception -Sun Tzu
Rolassk
Tue Feb 24, 2004 12:46 pm
#8




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.




This is also a good idea, but only if Woundpack B's are bumped up on Med Use. Otherwise you would be gaining more then you are now in effect by obtaining just Novice Medic.



GalacTech Drive Systems & Resources
Starships, Components, Ordinance & Resources at 460 -5340, Coronet, Corellia
Blayr Charker *Master Shipwright *Galactic Miner *Retired MD *Kettemoor


All warfare is based on deception -Sun Tzu
Songe
Wed Feb 25, 2004 1:49 am
#9

I agree that As should be usable without novice medic... But prolly with a cap of like 10 for wounds and 100 for heals or something ridiculous like this... IMO though As should just disappear and the names change to have our current Bs be As.



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Novice Lekku Stomper
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