Doctor Archive

Thread: Wound packs should be used for healing bleeds

Necrofiliak
Wed Oct 15, 2003 8:35 am
#1

a bleed should be treated as a wound and require a woundkit to heal it. then wed have an actual need for wound E packs and bleeds could realistically be used to heal people. mind bleeds should count as health or action wounds. then a 700 point mind wound count as a 700 pt health wound and could be healed in 1 or 2 applications of first aid rather than 7.
Caliwyrm
Wed Oct 15, 2003 8:45 am
#2

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..




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
NasrikSnar
Wed Oct 15, 2003 8:49 am
#3






Caliwyrm wrote:

Please no.. Oh GOD no.





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.
Jacore
Wed Oct 15, 2003 9:01 am
#4

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

kd666
Wed Oct 15, 2003 9:41 am
#5

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!

Necrofiliak
Thu Oct 16, 2003 10:49 pm
#6

i meant the wound packs we already carry for wounds forhelping to cure bleeds, not a new medicine. the reason is because we have the ability to make high ql wound Es but theyre not worth the trouble making and bleeds are way too strong.
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