Doctor Archive

Thread: Poison and Disease inoculations alternative to AOE requests

Scoooter
Thu Jan 22, 2004 7:43 am
#1

Ok, here I have compiled my ideas with other peoples poststo come up with a better alternative for disease and poison other than AOE cures.


Most agree that AOE cures are a nerf to the CM and are not consistant with the Doctor suite of abilities. The idea of inoculations have been batted around and here is a compilation of many of the deas into a proposal.


One concern is to have them limited because in the case where a faction is attacking a base by suprise they know ahead of time and can get innoculated. The suprised faction needs to be able to use their CM's for defense.


1) Inoculations for disease and poison would have a duration much like buffs

2) Inoculations would have a base effectiveness on what they could stop

3) Each hit of poison or disease would reduce the current duration


Immunity level would be based on levels of packs much like the effectiveness of cure poison and disease packs. One proposal thrown out was 30% at A's, 45% at B's and 65% at C's and 80% at D's.


This seems to be a good comprimise that does not nerf the CM or add a suite of abilites to the doctor which do not really make sense in doctor (AOE) but allow a better defense.






Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
Sistere
Thu Jan 22, 2004 7:54 am
#2

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.





Chinatown Medical Group, Sistere Allison MD/MChef and Alexi Carlone MD

Wanderhome
Houdani
Thu Jan 22, 2004 7:57 am
#3

/signed


Well, something needs to be introduced -- and I like reducers much more than immunities.


H.




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Scoooter
Thu Jan 22, 2004 2:21 pm
#4

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.







Scoooter - Master Pilot/Master Politician
ScootBacca - Master Creature Handler/Master Rifleman
Co-Leader - mVa
Mayor of Mos Vegas, Tatooine, Valcyn
_Macabre_
Fri Jan 23, 2004 11:55 am
#5

Just what I need, another big bunch of meds to find resources for, craft, and carry around!

Actually I like the concept, but I don't think it's practical. The complexity of crafting and applying something like this would require the benefits to extremely significant (read: virtual complete immunity for the duration) and I don't think that will happen. I'm also not going to spend the time making the meds and then applying them to 20+ people in a raiding party, none of whom will tip me ,if it's onlygoing to give a small resistance.It's probably easier to just add this type of thing to armor.



Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
Mejowepra
Fri Jan 23, 2004 12:45 pm
#6

Personally I think that curing diseases and states should add a temporary immunity. And I agree with Macabre that we already have too many things to carry around. Give us combined H+secondaries / A+secondaries wound packs to begin with. Give us a "heal state" pack that cures multiple states at once or at least CAN cure multiple states.

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.




Mejowepra: Final Spec: MD/MTKA

Mejowepra
Fri Jan 23, 2004 12:46 pm
#7

To elaborate on the "temporary immunity" thing - the main issue today is that curing stats, poison and disease will only lead to you getting this state again very shortly - at least in PvP vs CM's. This is the main reason why curing a group becomes pointless because by the time everyone is cured, they are all affected again.




Mejowepra: Final Spec: MD/MTKA

vortexala
Fri Jan 23, 2004 8:39 pm
#8

Actually, if they were to implement the innoculation idea and integrate that into our Cure Poison and Cure Disease, then I'd also suggest the changing of both those schematic types completely. Actually, even without that implementation I'd still support the changing of Cure Poison and Cure Disease schematics.


Not long ago there were some complaints that Doctor P/D Cures were weak compared to the P/Ds they were supposed to counter. This could be directly attributed to the difference in resource stats. So the difference could have been merely server specific, but the 'fix' implemented(a slight boosting of Doc P/D cures) was across the board. This may be a bit unfair, in retrospect.


By having doctors use the same exact final combine resources as CMs use in the creation of the Poisons and Diseases,it would insure that if resources with high properties were to spawn on a server which can be used to craft the ultimate poisons and diseases then there would assuredly be equal power cures for both as well.


Yes, it would mean that Doctors would have to find a few extra resources, but the addition of a short term 'innoculation' to the P/D Cures would far outweigh the resource drawbacks.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
IlyaMasool
Fri Jan 23, 2004 9:34 pm
#9

I'd say this is very possible.

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.
Houdani
Sat Jan 24, 2004 1:17 am
#10

Oooooh. Cure Poison/Disease packs which also give a 2-5 minute immunity. I like it!


H.




0000001000000
0000011100000
0011001001100..(||||||)..................Scarlett Letter......M.Doc / M.Pike.......BRIA
0110001000110..(||||||)..................Ellya Tsunami........Perpetual Newbie....TC
1111011101111..(|||||||||||||||||)....Houdani O'Bria......Team: Buff-Bot......SANDBOX (alpha)
0111111111110
0011111111100
Mejowepra
Sat Jan 24, 2004 1:23 am
#11

2-5 minutes might be a bit too long since most battles last shorter than that (especailly pvp). I say perhaps 15-60 seconds, depending on quality. Also make this a unique feature of higher level packs to give them meaning (currently quality doesn't seem to matter on these at all except for number of uses per stack)

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! This would also somewhat lessen the overpowering effect dizzy has in PvP today - I think it would help balance PvP where kd+dizzy now rules (granted of course that you're either a doctor or in a group with a doctor).




Mejowepra: Final Spec: MD/MTKA

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