Doctor Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- And finally... Why shouldDocs get any of it over Combat Medics?
- These should appropriate strength to counter a good, non-spider poison/disease.
- If the Innoculation is an immunity to antimeds, then the duration should be somewhat short (10-20 minutes).
- If the Innoculation is an antimed reducer, then the duration should be longer, possibly as long as a buff.
- I would vote for one new sub-component to go along with the obligatory ABEC and ACRDM.
- This new component would be a Doctor orMedicschematic and require a new resource which is not currently collected by Doctors -- preferrably a resource that can be collected with harvestors.
- Alternately, the new component could be one of the CM components -- for a bit ofcross profession interdependency.
The strength of the cure should be comparable to a Doctor's cure packs.These cure packs are instantaneous use.The new cures should require one new sub-component which requires a new, non-rare resource which CM's do not current collect.
Message Edited by Houdani on 07-15-2004 09:31 PM
Message Edited by Houdani on 07-26-2004 08:50 PM
vortexala wrote:
Q - is there any chance of making diseases and poisions so that they do not cause as much damage, were it is at now if you run into a cm your dead plain and simple
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
Alright folks, with Agent away I figured I should come over to this side and see what you all thought about this. This was a question and an answer given during the Dev Chat.
Innoculations and Area Cures are something we've all thought about and discussed a lot in the past. I know a lot of folks think any Area Cure should go to CMs(as the Ranged/Area healing specialists).A lot of folks thinkCMsshould alsoget a piece of the action regarding the Innoculations.
So, if the devs ask whoshould get it,I want to give them the Doctor point of View on this issue as well as the CM side.
So, Docs...
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
- And finally... Why shouldDocs get any of it over Combat Medics?
To Roustabout, sorry for taking your thread idea, but wanted to keep it allwith the same format
No worries.
1. I believe innoculations should be at the 2-x-x-x level of the doctor tree. Reason being that it stands to reason that preventing a disease is easier to do than actually fighting it while it is in the body. This should be an exclusive doctor ability. Doctors would craft the innoculation unit. It should be about 5 minute base with experimentation up to no longer than 15 minutes (maybe even 10). I think resource requirements should be in line with whatever the requirements for a poisonare (forgive my lack of knowledge about CM's). If they require 2 or 3 named resources then we should also have to provide these are we are effectively hurting one of their main moneymakers and also one of their main attacks. Innoculations should be maybe an A, B, and C like disease and poison packs are currently. I guess the higher the level the greater dmg reduced (with a cap of about 35% tops perhaps) and greater the time it lasts.
2. Area cures I believe should be two fold. One a doctor should have to provide some sort of named resource requiring anti-virus unit or something of that nature...perhaps even a poison or disease cure pack. The CM would then insert it into a schematic (possibly with lower resource requirements than their poisons since the doctor has provided the cure pack) and make the area cure.It should be less powerful than the direct application of a doctor cure pack.
I would concede that if it is less powerful than a doc's cure pack then them not needing a doctor would be agreeable. It should definitely be that they need more doses than our medicine since we specialize in the disease and cure healing.
3. I think inoculations by their definition are clearly for doctors. It is a pre-battle medicine much like a buff. As I've stated the area heals would be acceptable to be CM only if they were not as powerful as doctor heals. Perhaps even allowing a doctor cure pack to be inserted as an extra (like a scope for WS) could help tie the classes together (this inserted pack of course would make the cure more powerful than a standard CM made cure).
A step in the right direction all around to be sure.
Message Edited by Roustabout on 07-15-2004 11:25 PM
vortexala wrote:
Q - is there any chance of making diseases and poisions so that they do not cause as much damage, were it is at now if you run into a cm your dead plain and simple
A - (justG) There are 2 things we want to fix to counter CM's... inoculations and Area Heals. They are in the works.
Alright folks, with Agent away I figured I should come over to this side and see what you all thought about this. This was a question and an answer given during the Dev Chat.
Innoculations and Area Cures are something we've all thought about and discussed a lot in the past. I know a lot of folks think any Area Cure should go to CMs(as the Ranged/Area healing specialists).A lot of folks thinkCMsshould alsoget a piece of the action regarding the Innoculations.
So, if the devs ask whoshould get it,I want to give them the Doctor point of View on this issue as well as the CM side.
So, Docs...
- How do YOU see Innoculations being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
I'm of the opinion they should be like Buffs. But let's not have some exotic resource requirement here. I also think that this should be Master Doctor cert, why, because we need more incentive to have Master Doctors. Too common right now is the 4040 Doctor Dabbler that can cure all diseases, poisons, and statesand leaves the person capable of mowing through armies of other players.
- How do YOU see the Area Cures being implemented?(components? who crafts what? resource requirements? level attained? Effect? Duration?)
Again, DEFINITELY this should be a Master Doctor cert. More MD's on the field. Too many dabblers. This will cut down on the 'elite' combattants and make them 'take one for the team'. I think the resource requirements should just be very hefty versions of the current Poison & Disease cures, and that you can experiment for range and power.
Now, what I believe is different from the others in this thread. I do NOT see this as a Combat Medic feature AT ALL. Why? It's very simple. Combat Medics do not have /curePoison and /cureDisease. These are inheritly Doctor skills. If you give this to Combat Medic, you, in essence, give CM's everything but the ability to buff & revive. What's the point of being a Doctor, then, except to take that one tree?
Some of you say, "Well Combat Medics should have the ranged AoE's". Fine, Don't make it a ranged stim. Lord knows we've had enough of 96m Combat Medic tosses, we don't need that garbage floating over to Doctor. Rather, I think it should be a point blank Area Cure. That is, it heals within a small radius of the doctor's current position. Like /pointblankarea1 for Pistoleer (since pointblankarea2 doesn't work.). This makes a doctor's position on the battlefield pivotal to combat success, and while a Combat Medic can toss from out of the line of fire, a Doctor has to dive into the fray and release the stim to affect allies.
So in the end, there's no throwing (which we have decided is Combat Medic specialty) and the Combat Medics don't geta Doctor skill. Right now Doctors are one of the only "combat" professions without an AoE. EVERY other Combat profession has one in some way or another. It's Doc's turn.
- And finally... Why shouldDocs get any of it over Combat Medics?
Because Combat Medics can't /curePoison and can't /cureDisease. If' it's implemented as above, it's a fair compromise to the two. Combat medics issue AoE poo, Doctors issue AoE cure-poo.
innoculations: master doctor only, top of the line being 15-20minutes, 80-90% decrease in poison or disease strength
(and yes that will cripple combat medics.. but DOT's cripple PvP.. anyone who can't see that is either a combat medic, a pikeman, a lier, or someone who doesn't PvP)
area cures: master combat medic, I'd say half the strength of a doctor's cure since it's being applyed to so many so quickly
TenshiHanaKinu wrote:
Yes, let's give CM's a Doctor Skill. THAT'll really balance out the CM / Doctor issue.
MasterNerfSlayer wrote:
TenshiHanaKinu wrote:
Yes, let's give CM's a Doctor Skill. THAT'll really balance out the CM / Doctor issue.
And just what are you referring to?
Message Edited by TenshiHanaKinu on 07-16-2004 01:47 AM