Doctor Archive
Thread: Poison and Disease inoculations alternative to AOE requests
Well I like something along these lines. I suspect that the game mechanics would fall along the lines of the enhancement model but then again what do I know. I do think this would make Doc's even more critical in the GCW, it would offer a counter to the nerfing of CM's and it would not involve us getting a skill that would involve stepping on the turf of the CM's ie, AoE cure. With all that said I still think CM's are going to have a pretty hard time escaping the nerf.
AnyhowI like this,an alternative to AoE's and CM nerfing.
My thought exactly since most base attacks happen by suprise could nullify a defendning CM since they can obviosly have a doctor inoculate ahead of time since they know the time of the attack and the defender does not.
But with duration and reduciing affects the defendin CM'swill be able to eventually use their attacks, but also a doctor on site could renew the inoculations if need be for either side.
I would also expect like a buff it would go away on cloning.
Alternatively allow us to have the suggested medical bad, which would work as a backpack but only hold meds, perhaps limited to one of each kind. At least that way we wouldn't be overburdened by tons of different kinds of potions.
they are already implementing something similar with new chef schemes.
some of the food are said to give increased protection against poison/disease.
Giving doctor similar buff wouldn't be out of the question once that happen.
Perhaps even make a higher level packs than the current ones and put them in the master doctor box and default med usage above 90. Basically, short term inoculations that REPLACE the normal packs (so we don't have to carry around both).
60 seconds immunity to dizzy? SIGN ME ON!