Doctor Archive
Thread: Very possibly rehashing old thoughts....
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Splat31
Thu May 26, 2005 5:12 am
#1
I dont have a long list of credentials. I cant tell you that I have been here for years. Or that I have been faithful to the doc profession throughout all the changes... most significantly the CU. If that makes what I say, a rehash.... or plowing through already broken ground. I apologize. But I have been playing now, for a while. both in the old system... and the new. Long enough, I beleive to get a feel for the difference in the two systems. Here is what I think I have found so far.
All bashing aside. I like some of the CU. I could go into it all, but I wont, I will attempt to remain on what I beleive is relevant to the Doctor (and really, all healing classes) professions.
<ul>
<li><i>Potential Problem #1)</i><b> Heals. </b>
Pre CU, at Master medic.... I healed quite a bit of dmg. Actually... I think it bordered on very possibly obscene amounts of dmg, for a novice profession. However, it made for a nice fallback profession, that did not costs horrendous amounts of skillpoints for the return. Now I am post CU. I have mastered Doc, and CM alternately and together.... and to be brutally honest... At Master Doc with 4--- in CM.... Im barely effective as a healer in the midst of serious battles. Part of there reason for this, is the fact that my heals top out between 800-1100... and thats with enhancers.
Far be it from me to ever desire to be a power gamer... or an "uber" force in the universe..... but I think we need to address that heal amt. Because when you take into account the fact that each heal generates hate, needs to be waited for a recycle, and on top of all that, it barely tops out at a quarter to a third of the health bar..... That sets up a recipe for group disaster. In short, we cant keep up with the amount of dmg that the mobs are doing to our combatants... even when they are 4-10 levels lower than the entire group.
Possible Solutions: Perhaps if we tweaked the heals, we could offer a better combination for our resident combat doctors.
Bacta Shot: If it would be possible to increase the amount of heal power in the bacta shot, that would help greatly. First of all, its a close heal that only affects one member of the party. The retimer on it can either stay at what it is, or be longer. But either way, if we can increase the amount of dmg healed say... instead of 800-1100.... to more like 1200-1800.... Thats a half heal for most people at CL 80. (avg health being around 3000.... avg heal being around... say 1400-1500) This would also make it a bit easier to hunt things like Krayts..... (Not looking for easy kills.... but staying alive for more than 2-3 minutes per spawn generation would be an added bonus)
Bacta Jab: The lowest of the heals. Right now, on avg its doing say... 100-180. Thats kind of a worthless heal. I have yet to find a situation where its a useful tool. Again, Im not looking for overpowered, but if we could drag it up to say.... 200-300 with about the same timer..... It would be a quick heal that might make the difference between life and death for the doc himself.
Bacta Toss/Spray: The group heal for spray isnt all that bad... when you consider you can heal your entire group for x amt of dmg. Bacta Toss.... (which you really can only pick up by hitting up CM....) Is useful for distance healing... but I still wouldnt change it. Any raise in it would make it entirely to easy to sit outside hate range and toss toss toss toss.... But I could be wrong.
<li><i>Potential Problem #2-</i><b> Hate.</b>
Aggro/hate is the bane of all healers. In most games this is usually taunted off by the tanks, and DPS'ers. However, in this game, the dynamics are a bit different. The fact is... most of the battles that take place are large scale battles. Take the village phase four for example. There is nowhere in this battle that you can go, where you are focusing on one or two spawn. Its not possible. I can promise you, that your group will split into a prong assualt... and as doc, you get left somewhere in the middle.... trying to heal both groups. (yeah, I know... its poor strategy, and bad implementation.... but thats life. No plan survives encounter with the enemy. First rule of combat. Videogame or otherwise.) I understand the need for aggro and hate... but at somepoint in time, that hate has to be balanced. Four heals is what it took, before I was chased to the northgate by 10 spawns. 10. And I might add that these ten spawns were from about 50m inside in the village, to our rear with a wall in the way. Theres no way a healer can survive that... and theres no way that a group can taunt that much hate off of someone.
Possible Solutions: I think there are two possible ways to tweak this situation that deals directly with hate coming from mobs.
Temporary Hate timers: If we could somehow make the hate count down.... say... chain healing=tons of hate.... but the hate is temporary.... not until you get incapped three times.... but mroe like say... after 15 seconds..... It ticks down, and the mobs start to peel off.... to find someone else. Because the main issue for me isnt that I want no hate... but rather, I cant survive 17 pissed off Sith Pirates that camp my body. And its almost a guarentee that if I die.... most of my party isnt very far behind me.... Death, though necessary.... detracts from the fun aspect of the game.... when all I ever do is die.
Aggro ranges/wiping the hate list clean: I dont know if Incapping wipes the aggro list clean, or rather if its supposed to. But it doesnt. I go up, Im back down. I go up, Im back down. I go up, and I clone. While again, I realize that strategy can help alleviate some of this... in massed battles, it does not. So... wiping the hate list clean would be somewhat groovy... if at all possible.
<li><i>Incapped Players</i>:
Im still at a lost why we cant "revive" incapped players. I would think as a combat doctor... or field surgeon.... or whatever you want to call us... we would carry something as simple as ammonia inhalers. This is something that I would greatly appreciate explained, or fixed. It just seems odd to me, that the pinnacle of health care (and no jedi are not the pinnacle of anything, at this point in Galactic history they are supposed to be hiding in swamps and deserts.) cannot help an incapped player.
</ul>
Thats about all I can think of at this late (or early hour.)
If all I did was rehash old things, then I apologize. I enjoy the game, both pre/post cu and will continue to play. But I hope that you will take our correspondants ideas into account. The game does, after all, exist for its players.
Thank you, and good luck.
Splat clear.
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