Medic Archive
Thread: The dabbler issue.
Obata wrote:
RunningRoutes wrote:
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?Apples and oranges here. Meditate doesn't heal damage, and can't be used in combat.
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.Both of these arguments can be answered the same way. This is Star Wars Galaxies. It's not EQ, it's entirely its own game. If you want EQ, go play EQ.Note: I'm not saying this to you RunningRoutes, just presenting the arguments.
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.The problem here is that is establishes the practice of giving away our skills. Healing damage is the domain of medics. We can't give that away. Honestly, I'm not bothered by people dabbling in medic to gain the use of stims. That's the way the game is supposed to work. Players spend skill points how they see fit. I do think that stim B's are too much for the 15 skill points and should require Pharm 2.
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.
so your answer to 1) First you can compare apples and oranges, we put them in a class called fruit. Next, teras kasi does take away need for medic for anyone not doing High end PVE and serious PVP. I was able to take quite a few players out with just BH/swordsman, and having only my buffs, intimi, veracaputi, and spices to keep me up. Now, I wasn't taking out defense stackers or several folks at once of course. If I was teras, I would have only needed dancers for my style of play.
2) agree there
3)A lot of folks use stim E's anyhow. Though you can get away with just b's, I used to while back.
I think medic needs a true delay like the jedi get, that can only be reduced by the diagnosis. This would get rid of the fight,fight,fight,fight,STIM E!!!, fight,fight,fight....
If their next move was delayed like 10 seconds or more for using a stim E without the diagnosis or master medic line, I think it would make health/action incaps a lot more viable and take away from alot of the dabbling. Setting the delays right could make a lot of regular weapons more usefull in combat, and not need all the mind fire dot weapons cuz you want to be a PVP carbineer.
Obata wrote:ivossk wrote:
so your answer to 1) First you can compare apples and oranges, we put them in a class called fruit. Next, teras kasi does take away need for medic for anyone not doing High end PVE and serious PVP. I was able to take quite a few players out with just BH/swordsman, and having only my buffs, intimi, veracaputi, and spices to keep me up. Now, I wasn't taking out defense stackers or several folks at once of course. If I was teras, I would have only needed dancers for my style of play.My answer was in reference to letting everyone use Stim A's. Meditate is completely different from stims in that it can't keep you alive in combat. I'm not saying that it doesn't step on medic's toes a bit. I've always thought the meditate is too much power for the SP invested.
3)A lot of folks use stim E's anyhow. Though you can get away with just b's, I used to while back.
I think medic needs a true delay like the jedi get, that can only be reduced by the diagnosis. This would get rid of the fight,fight,fight,fight,STIM E!!!, fight,fight,fight....
If their next move was delayed like 10 seconds or more for using a stim E without the diagnosis or master medic line, I think it would make health/action incaps a lot more viable and take away from alot of the dabbling. Setting the delays right could make a lot of regular weapons more usefull in combat, and not need all the mind fire dot weapons cuz you want to be a PVP carbineer.We have a form of this already. Heals go into the combat cue and are subject to the speed of whatever weapon the medic has equiped. I'm not saying I agree with that system (I don't), but that's how it works right now. That is on top of the delay between heals that is based on your diagnostic level. There was a time when a bug caused healing to be spamable, but the bug was fixed.
1) Ah, what you were refering too wasn't clear to me. In that case I agree. I thought you meant the whole medic profession, not just the stims.
3) Yeah, but all you do is hit the clear button and you have your heal, then you go right on fighting. We need a true delay like the jedi get with a minimum of like 3 seconds for all stims and a high maximum for highend stims, and diagnosis decreases that. Or a different modifier decreases it that is spread across medic like things are spread in CH.
ivossk wrote:
so your answer to 1) First you can compare apples and oranges, we put them in a class called fruit. Next, teras kasi does take away need for medic for anyone not doing High end PVE and serious PVP. I was able to take quite a few players out with just BH/swordsman, and having only my buffs, intimi, veracaputi, and spices to keep me up. Now, I wasn't taking out defense stackers or several folks at once of course. If I was teras, I would have only needed dancers for my style of play.
My answer was in reference to letting everyone use Stim A's. Meditate is completely different from stims in that it can't keep you alive in combat. I'm not saying that it doesn't step on medic's toes a bit. I've always thought the meditate is too much power for the SP invested.
3)A lot of folks use stim E's anyhow. Though you can get away with just b's, I used to while back.
I think medic needs a true delay like the jedi get, that can only be reduced by the diagnosis. This would get rid of the fight,fight,fight,fight,STIM E!!!, fight,fight,fight....
If their next move was delayed like 10 seconds or more for using a stim E without the diagnosis or master medic line, I think it would make health/action incaps a lot more viable and take away from alot of the dabbling. Setting the delays right could make a lot of regular weapons more usefull in combat, and not need all the mind fire dot weapons cuz you want to be a PVP carbineer.
We have a form of this already. Heals go into the combat cue and are subject to the speed of whatever weapon the medic has equiped. I'm not saying I agree with that system (I don't), but that's how it works right now. That is on top of the delay between heals that is based on your diagnostic level. There was a time when a bug caused healing to be spamable, but the bug was fixed.