Doctor Archive
Thread: Wound packs should be used for healing bleeds
Please no.. Oh GOD no.
I'm sorry but my pack AND non-pack inventory is full already with wound packs, buff packs, revive packs, crates of these packs, crates of parts to make whatever I don't happen to have a crate of, organics, inorganics, etc. It literally is to the point where I have to destroy something in my pack if I ever happen to run across a peice of loot I may actually want or if I find something useful on the bazaar. Heaven forbid I find a nice run of a resource and need to buy 3 bundles of it.. ![]()
I agree with Caliwyrm. I make a very concerted effort every time that I log on to clean up (either destroy or drop in my house) items from my inventory, but I always find my backpack and main inventory very close to 95% capacity. I don't want another med cluttering it up.
Caliwyrm wrote:
Please no.. Oh GOD no.
I agree wtih the dissent here but for another reason. I don't want to see an uber-BleedB dislpacing the rightful use of medic classes on a battlefield to dablling novices wielding med use 5 bleed packs.
There are issues with bleeds right now, not only interms of their stackability but also their duration.
They recently increased /firstaid, but I would support either notions to deal with stacking/duration of all DOTs or a second skill in the doc class of /firstaid2 that may be healed to 6-10x Med Use, instead of the current 3.
Jacore MD/MCM, Tempest
I liked the idea of a crafted 'bandage' that follows the same line as other kits. ie, increasing effect with more skill etc.
Only bad side to this is that its adding yet ANOTHER charge based skill to our list, and I'm inclined to suggest that it should be 'universal' like pet stims in that anyone can use them... but if you want 'excellent' bleed healing... find a doctor )
Sed Ops <SL>
Master Doc/CM
VOTE TO CONSOLIDATE STATE HEALS!