Doctor Archive
Thread: We need to get the proffesional back into the medical profession
Please pardon me if this is a known issue and I missed it or if none of you really care. I am incredibly tired of all the 733+ uber folks who think they should be able to run around with enough of our best abilities to make us obsolete. What I'm talking about is the people who have taken up master medic, wound treatment 2, knowledge 3, and combat medic support 4 and nothing else medical and add it to their novice commando and whatever the flavor of the week is for them. This gives them the ability to use the best enhances, all AOE poisons and ranged stims, and the terrain negotiation of the CM. THIS IS THE SORT OF BEHAVIOR THAT GETS ENTIRE PROFFESIONS NERFED! Something needs to be done before something even more drastic ends up happening. It is a huge imbalance issue. Make it so that only master doc's can enhance and put all of that terrain negotiation into master CM. Proffesions in SWG were meant to be specialized and believe me, one way or another the devs are going to handle this. We need viable suggestions before we get the hatchet.
*steps down from the soapbox*
I really don't understand what the problem is with "dabblers" in this game. The way it is set up, dabbling is encouraged, yet people seem to frown upon it.
I think this game would be rather boring if everyone had the same characters - you were a master doctor, or creature handler, or tailor, or whatever. One of the things that makes it interesting is that everyone has a different skill set.
Just because people can use the best enhancement packs at 0/2/3/0 doesn't mean they can enhance as well as a master doctor can. At that level, a master doctor's enhancements are 70% more effective. Even if they went to 0/4/3/0, a master doctor's enhancements would still be 25% more effective.
In my opinion, that's the way it should be. Professions shouldn't be "all or nothing." You should be able to partially train in a profession which gives you some of the abilities of the profession, but not all and not at the same level as a master. That's why a master is called a master - they're the best there is at what they do.
What is it that everyone dislikes about dabblers? Do dabblers somehow make you feel cheapened as a master? Why? If I see a Master Surgeon, I know I'm a better doctor than that person - how does that cheapen what I've accomplished by becoming a Master Doctor?
I agree, the dabbling is what makes this Game awsome. I master myself because I like to be the best. And believe me I am still singled out in PvP and people still seek me out for Buffs and to join there team hunts. So there isn't as many people who won't use a Master when one is available even if we they have the skill to do so. I have even had people give me the meds to use on em. And they still tip me.
Customizable characters with different skill sets is one of the good things about the game design. I don't understand why people seem to think it is a bad thing.....
When people tell you "these are the best buffs i ever had" it is reason enough for being a master doctor.
in fact a master doctors can probobly beat anyone in a popularity contest.
You can never get a character that is completely self-sufficient unless all you want to do it craft. Even then you can do better by working with someone else to gather resources.
Sure, you could be able to use a flamethrower, use some poisons and do buffs. But you'll never be the best at it or be able to craft the best stuff with that skill set. You're still stuck on other people supplying you resources/WPs for the stuff.
Where do dabblers and novice medics get these ultra high end Stim B's? They can't make them.
ohh, they get em from master doctors who sell them.
Solution: if you can't make a stim, you can't use it. Kinda like a cert. Unrealistic I know (what doctor in real life can sit at home and make omoxycillian?), but anyways
The trouble isn’t that dabbles can do the best of everything (because they certainly can’t) but that they can do enough things well enough to not rely on other players. That’s what rubs me the wrong way, and I suspect is at the bottom of many others’ frustrations with players who are “professional dabblers.” You should not be able to learn one line of a skill tree (25% of the skill points) and be given 75% of the abilities and benefits.
The idea of someone taking “a little bit of this and a little bit of that” and coming out with a total that is worth more than the sum of the parts is an excellent one on which to base a game. The trouble is that the total is coming out too far ahead in some cases: Creature Handlers and Medics make for great examples.
Under the current CH system, you can use a Graul Mauler, arguably the best PvE pet in the game, with only five boxes of skill (3/2/0/0). Most Master Creature Handlers are still using Graul Maulers at master, because there are few things that are better for tanking. Because of this problem (as well as others), the entire Creature Handler tree is getting reworked to put the powerful abilities in the hands of the Masters, and not the dabblers. The same should be true of Medics!
As it stands, anyone with Novice Medic can use a high powered Stimpack B and heal themselves (unbuffed) from near death to nearly or completely full life most of the time. Toss in First Aid IV (only 25% of the medic tree) and those same stims are an almost guaranteed full heal. Those same players can pick up a well-made Woundpack B and heal hundreds of wounds in a single application. As a Master Doctor, I can offer little in the way of healing that someone with a handful of skill can’t do for themselves. My only offerings are Enhancements and Revival.
When people begin dabbling in Doctor, they’ve obviously made a more noticeable investment of skill points, but are still able to hold our class defining abilities with a pittance of skill points spent on the skills. If a player trains only the Wound Treatment skill line (25% of doctor), they are able to Revive (one of our class defining abilities) and use enhancements at 75% efficiency (only C packs, but Cs are ironically 75% of the way up the buffing schematics). As a Master Doctor, I can offer only a fraction better of benefits in only one of my two class defining abilities.
I have no problem with a Novice Medic using a high-powered stim to heal them in battle, however, I do have a problem with them healing themselves nearly as well as a Master. The same goes to players who want to dabble in Doctor: thats fine with me, until they can be nearly aseffective with only 1/4 of the points invested.
I dont know what the problem is with dabblers. They are somewhat self sufficient rogues that like to experience everything. I think that shows great interest in the game and I encourage everyone to cross train themselves once they have exhausted everything a single mastery has to offer. In fact, I just recently got asked for enhancements from a master carbineer. When I told him that I was not yet a master and they would not be what he may be used to, he said "I was a master doctor before I started learning carbineer, I understand the struggle."
So, he lost his ability to buff himself adequately and needed me to help.
Now, a master doctor makes and uses an enhanceHealth -D and an Action -D on a person in a raid. No mere medic or dabbler is going to be able to keep up with the subjects HAM depletion in a major battle. StimBs or stimCs at their level of competency just wont do what a master doctor can with stimE and a perfect medical use skill. And, dont you master doctors remember what is was like grinding in the medcenter trying to heal someone with 200+ health/action wounds with meager skills and woundpack As? It hurts me to watch a medic barely move the HAM bar of a severely beaten up person who is so high in BF that shock makes their heals do less than 50 points per heal.
Leave the dabblers to heal the <50 health/action wounds. They will not take away from the doctors need at all. Heck, I hardly even go into the medcenter anymore. Mostly, I do my healing outside of a bank or cantina with my droid. Leave the medcenters to the medics.