Medic Archive
Thread: VOTE! Medic Top 10 (Closed)
Traigus: /diag refresh didn't make it into the Top 25 from the broken out lists. This is just the Top 25 from the sectional votes.
Then again, depending on how TH wants to do things, I may just go back to a complete listing of all 100 or so issues in a lump vote, instead. We'll just have to see what he's wanting to do, I guess.
Hopefully a lot of stuff will be fixed soon, and we can be 100% wishlist haha.
-T
1. 3
2. 5
3. 12
4. 11
5. 13
6. 7
7. 2
8. 4
9. 19
10. 17
i hope i didnt double up on any
Swa't Ahazi Master CM
2 : 25. Mounted Healing
3 : 8. Crate combining
4 : 1. Experimentation Issues
5 : 6. Medicine Use Skill Granularity
6 : 14. Droid Recharge Rate
7 : 16. Factory Hopper/Inventory Window Refresh
8 : 20. Factory Speed
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3. On Fire Cure
I think this is more of Doctor expertise since this fits with 4 other stat cure. but then again there is bleed which is medic skill... hmm...
Here is my vote:
1.)Target Friendly (variant of that)
2.) Med. Use Granularity
3.) HoT Meds
4.) Factory XP
5.) Component Crate size increases
6.) Crate Combining
7.) Dungeon/Room wound healing probs
8 - 10) Don't matter too much.
My variant of the Target Friendly thing is that I would love to see the "Target must be a creature pet or player" message when I try to heal myself if alone. Yes I use the /healdamage macro and not the /healdamage self macro. There really shouldn't be a /healdamage self macro since you should never be attempting to heal something you aren't allowed to heal. Doing so should default you to healing yourself. This would be great for those professions, like my Master Fencer/Master Brawler/Medic who has no real room for 2 seperate heal macros. I guess if we could get rid of the "You can't heal your enemy you dork!" message along with the actual attempt then all other medic issues, for me at least, are back burner things.
Thanks for taking the vote!
4.Medical Resource Requirements
3.On Fire Cure &
9.Room/Dungeon Wound Healing Problems
2.Faction Points
14.Droid Recharge Rate
/wave from the Doctor's forum ![]()
1,2,6,7,26,25,21,14,9,20
1. Experimentation must be looked at, the whole system is a little buggy. Sometimes I notice that some stats go down in another category when I succeed in experimentation (seems to happen mainly in Combat Medic stuff, but it wouldn't hurt for them to look at the mechanics of the experimentation system).
26. Don't know if I really oppose this, or I'm just jealous
I couldn't find anybody to help me out like this. I understand the idea that practise makes perfect, but then it should take way longer to achieve master and xp (which hurts the other folks that group and heal wounds without disease, flame and/or tumbling).
7. Would really help those ungrouped people to get healed.
I don't really have much of a problem with the difficult resources, as it separates those that have been working on the class for a few months and those that mastered it in a few days.
Would like to be able to survey though, why should only an artisan be able to survey? What makes their class have the ability to survey while others would and could use that skill. But the devs think otherwise I guess. But, I've gotten used to buying resources anyways, surveying isn't all that fun.
BigZoo wrote:
1. Experimentation must be looked at, the whole system is a little buggy. Sometimes I notice that some stats go down in another category when I succeed in experimentation (seems to happen mainly in Combat Medic stuff, but it wouldn't hurt for them to look at the mechanics of the experimentation system).
That's not a bug, that has top do with using one experimentation line to affect 2 different things, such as on enhance packs where experimenting Effecitiveness will affect both the base power of the pack and the duration. Since the one Experiment affects both lines what happens is that the "dice" is rolled two seperate times for each thing, but you are told the average result. So it is possible for one of the items to go up and the other to go down even though you might get told the average results of "Good Success" or whatever it would be.