Medic Archive
Thread: The dabbler issue.
LaughingWolf wrote:
I wonder...what if medical use requirement was removed completly on stim A and B? (stims ONLY, not the wound packs)Yes, I know, that mean peoples could heal themselves without paying the 15 skill points. But because they could do that, most won't take Novice Medic, meaning that only real medics , thoses who want that profession, will be able to heal wounds, etc. In a twisted kind of way maybe it would help the medic profession, by riding it of "dabblers". But while most other proffessions would cheer in joy at that "solution", it is not completly fair for the Medics, who still get robbed of one of theirpurpose.
This would hurt the medic profession greatly. In effect, it would turn every character in the game into a medic dabbler without costing any skillpoints. Wound healing is rarely needed, and is certainly no reason to spend skill points in medic. It's my hope that Stim B's get an increase in med use level as part of the combat revamp.
I don't see a problem with people dabbling in medic. I do see a problem in gaining the ability to use Stim B's that heal for 400+ with only the novice box.
Kyodor wrote:
Make Stim A Med Use 0.
Make Stim B Med Use 15.
If you want to allow everyone to use stim A's, you would have to also grant the /healdamage command to everyone. I am very much against this. If you want to heal, invest the skill points in medic.
LaughingWolf wrote:
Mmm would I pay 15 points for stimm A... now, most likely not.
I do not mind that much paying the 15 skill points, just seem to be it would be best to encourage grouping with a medic.
This would hurt the medic profession greatly. In effect, it would turn every character in the game into a medic dabbler without costing any skillpoints. Wound healing is rarely needed, and is certainly no reason to spend skill points in medic. It's my hope that Stim B's get an increase in med use level as part of the combat revamp.
I don't see a problem with people dabbling in medic. I do see a problem in gaining the ability to use Stim B's that heal for 400+ with only the novice box.
The best way to fix the dabbler problem is to make minor heals (stim-As) available to everyone. It won't be that hard to rewrite the stim-A code to not check for the /healdamage command... instead just have to use it or hotkey use it. Besides? who honestly types /healdamage unless you are macroing? And who generally would macro this stuff? Medics, so it doesn't matter.
Boost Stim-Bs to where you need a higher med use than what Novice Medic gives you; but, keep action and health woundpacks available at novice medic.
This gives people to heal themselves on the fly without giving them anything really powerful. I mean who uses stim-As out in the field except for newbies?
Obata wrote:
Giving everyone stim A's has come up before. I was against it then and I still am. Healing damage is the number 1 skill of medics, it should not be given to everyone.
/sign
Obata wrote:Giving everyone stim A's has come up before. I was against it then and I still am. Healing damage is the number 1 skill of medics, it should not be given to everyone.
While I completely agree with your opinion about stim-As, there are a few things to consider:
1) TKAs still have you beat. Meditate and *BOOM* they are completely healed taking away the need for medics; granted TKA is an elite profession, but have you seen the number of TKAs around lately?
2) MMORPG 'standard' gameplay. While I hate this arguement, you are going to run into players who 'demand' their fantasy style potions. I've seen the 'standard' MMORPG gameplay used to try and justify things far more overpowering than stim-As... but I won't get into that here. And if they are gonna use it to justify things more overpowering than stim-As, you know they will use it for stim-As. Doesn't make it right, just something you got to deal with... and we know how often the Devs give in to the playerbase even when its not 'right'.
3) Sci-fi 'standard'. Okay, I'll admit right up front that Star Wars isn't one of the sci-fi movies that uses them; but, how many other sci-fi themes/series have some sort of quick heal device that anyone can use? Again, doesn't make it right; but, someone is gonna use this arguement.
4) Stim-As will be a Novice Medic 'skill', you won't get rid of the dabblers. And most dabblers have 18 points to spend to dabble. At worst, Devs will move stim-Bs up to +10 med use... you'll still have people dabbling to get their stim-Bs (Pharm I). By giving everyone stim-As, you might be able to convince the Devs to push Stim-Bs up to +15 and up.
I completely agree with you and your opinions on this topic; but, this is some issues that are going to be brought up against you. And my fourth point is that sometimes you have to give a little to get a little. Not saying I'm right, just saying you'll see this.