Doctor Archive
Thread: This Doctor is Sick of being a second class citizen
---All support classes need more attention from the devs we have had the fewest changes sense release and it's not because we don't need them---
Ok I am a master doctor and master combat medic and after 2 months of play as that I have found the following to be my biggest problems/grievances. I am posting this split up into the 3 different medical areas so the right Devs see them that is if you really believe they read the boards.(some items are repeated in more then one class but the new items are at the top of the lists)
Doctor Crafting:
- Broken crafting schematic for the advanced resilience compound you try to open it and it just says loading schematic forever.
- We are forced to travel to some of the most dangerous planets where most crafting classes can just wait for there resources to shift some place safe.
- The resources we need are incredibly rare and in many cases we are the only ones that need them so no one else harvests them forcing us to take some artisan skills.
- Crafting stations located in or near medical centers would be really nice as in some cities they are quite a along way off
- Crafting failure rate seams to be much higher for medics then an equipment crafter often I will fail up to 5 combines in a row on bio effect controllers even at master doctor
- This one just bothers me but the no build zone for 1000m around nym’s strong hold on Lok just seams to a bit much for such a dangerious planet. Last time I ran out to my harvesters there I passed no less then 30 of those giant lizards whose name I forget.
- The amount of crafting xp to medical xp is way off you can master all the other fields and only be half way into the second level of the crafting tree
Skills:
- The range on status/state cures needs to be upped please
- The keyboard/macro commands don’t find medicines in bags and most medics like to bag that stuff up to keep the inventory uncluttered.(for some reason the revive command dose find them in bags but none of the others do)
- The /healdamage command is still a bit dumb in that it causes you to throw area stims if anyone else is in range with even a single point of damage could area heal maybe get it’s own command
General medicinal needs/wants:
- I would really like to be able to turn off auto return fire when I get attacked shooting back just makes them madder and that’s the last thing I want to make a rancor
- Some way to block my self from the SL forced attack command attacking just slows down my heals
- There needs to be a bigger gap between medic and advanced medical classes because so many people are taking novice medic and cutting them out once they can self heal.(note to medics selling low level stims to these people just makes it harder for you to get a group)(note to none advanced medics who don’t like my last note bite me.)
- Healing needs a stronger base line right now you can heal any where from 500 to 2000 with the same stim D
- Explanation of what are skill mods do they aren’t really that self explanatory what dose +20 medicine use do for me because it seams to be nothing with that huge random heal range on stims and wound packs.
-This is a big one the ability to keyboard hotkey all 19 group member plus myself. Right now you can only select the first 8 and you’re self. I know the commands are there for 3 more but they don’t seam to work that would be the ctrl-0,-,= do nothing for me when they should be selecting members 9,10,11. you just give me the option and I will figure out where to bind them on the keyboard.
Howlin Bonesaw M.D.
"We are forced to travel to some of the most dangerous planets where most crafting classes can just wait for there resources to shift some place safe. "
This may be true, but any artisan that has a successful business can't afford to wait. Most of them will have harvesters (or suppliers harvesting for them) on other planets besides their home planet. At least we have the benefit of knowing where most of our resources will be all the time (i.e. Tatooinian Fiberplast will always be on Tatooine - no need to scour the galaxy looking for a spawn of it).
"The resources we need are incredibly rare and in many cases we are the only ones that need them so no one else harvests them forcing us to take some artisan skills."
Pretty true, but I've made some contacts that keep me in supply. In addition, I'm starting to see medical supply shops pop up (I'mpart ofone on Flurry) that supply some of these diverse resources specifically for doctors. It's still an issue, but it's getting better. I think people are starting to realize how much money is to be made in medicines.
"Crafting stations located in or near medical centers would be really nice as in some cities they are quite a along way off "
Yup. That would be great. My only advice - get a droid. Even a mouse droid with a crafting station will do. It's inexpensive and solves the problem. You can even share droids so, if you're in the med center and need to craft, see if anyone has a suitable droid that they can pull out to let you use. (Tips would probably be appreciated for such a thing.)
"Crafting failure rate seams to be much higher for medics then an equipment crafter often I will fail up to 5 combines in a row on bio effect controllers even at master doctor "
Hmmm...I can't say much about that one. I've never run into that many failures in a row. Maybe I'm just lucky, but I've done an awful lot of crafting and the critical failures don't seem to be abnormally high, in my opinion.
"This one just bothers me but the no build zone for 1000m around nym’s strong hold on Lok just seams to a bit much for such a dangerious planet. Last time I ran out to my harvesters there I passed no less then 30 of those giant lizards whose name I forget. "
Yup, definitely a pain. But, then again, I hadn't put harvesters on Lok for a long time. I found myself a couple suppliers that often went out there hunting and they'd put down harvesters and sell me the wheat I needed. I don't think the no-build zone is really that much larger than most places (perhaps a little bit, but not much). If you want to complain about a large no-build zone, try Dearic on Talus.
"The amount of crafting xp to medical xp is way off you can master all the other fields and only be half way into the second level of the crafting tree "
This just depends on how you play your character. My character is a medical supplier. I spent a lot more time crafting (not grinding, mind you - I sold everything I made) than healing folks. At one point, I wasa 1,1,1,4 doctor.
"There needs to be a bigger gap between medic and advanced medical classes because so many people are taking novice medic and cutting them out once they can self heal.(note to medics selling low level stims to these people just makes it harder for you to get a group)(note to none advanced medics who don’t like my last note bite me.) "
Selling stims to people that have nothing but novice medic allows them to solo more often. It doesn't really cut you out on much because groups still love to have experienced docs along. Believe me, when you're in the middle of a fight, the last thing any fighter wants to do is give up some of his precious mind pool points to heal himself. I've never had trouble finding a group to hunt with when I wanted to and they're always more than happy to have me along.
"Healing needs a stronger base line right now you can heal any where from 500 to 2000 with the same stim D"
I agree. I wish heals and enhancements weren't so random. I like some degree of randomness, but I think it's just too wide as it is. It's the medical equivalent of using a laser carbine. Sometimes its great, sometimes it stinks....the only question is, will it come through in the clutch?
"Explanation of what are skill mods do they aren’t really that self explanatory what dose +20 medicine use do for me because it seams to be nothing with that huge random heal range on stims and wound packs."
Hmmm, I thought this was the most self-explanitory one of all the med bonuses. Every piece of medical equipment has a given med use requirement. For Stim B's, it 5. For Stim C's it's around 32. You need to make sure that your medicine use skill is as high, or higher, than the medical equipment to use it.
I certainly didn't hit everything you said, but those are just some of my ideas about the things you pointed out.
While many of your points are valid, none of them are new. Look at the sticky posts by Zarlor.
A note on this one
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- Explanation of what are skill mods do they aren’t really that self explanatory what dose +20 medicine use do for me because it seams to be nothing with that huge random heal range on stims and wound packs.
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All medicines has a medicine use requirement. You can find that by examining the medicine. That's pretty much all that skill does. Makes you able to use more advanced medicines.