Medic Archive

Thread: Possible solution to two Medic problems

CSMRaider
Tue Aug 05, 2003 8:04 am
#1

I haven't been seeing as much about medic problems on the boards (probably because we're still waiting on a response from the devs for the past two weeks), so I thought I'd post an idea I had.


Two problems (among many) with the Medic profession right now:


1) There's practically no use for medics in PVP and they're hurt in PVE by the inability to heal mind wounds.


2) Medics are under much less demand than other MMORPGs because anyone with 15 extra skill points can pick up novice and use stim Bs.


Problem one can't be fixed by just allowing medics to heal mind wounds, becuase then they can just heal themselves or each other any time they run out of mind points.


Solution: Allow medics to heal mind damage, either with seperate stims or with regular stims. But, have a new "skill modifier" of healing resistance. Picking up Novice Medic would give you +100, or some high number to healing resistance. This would make stims practiaclly useless on you. Stim As and Bs healing for single digits. As you progressed up medic/doctor/combat medic, you would get -10 to healing resistance, so that by the time you hit master doctor or combat medic, you would heal just as quickly as anyone else. With this implemented, no one would just pick up Novice Medic unless they plan on actually investing some points in the profession. Medics and their elite brothers would become highly sought after to heal in groups. They still won't be of much use in PVP the way it stands now with oneshot kills, but I have faith that PVP will be slowed down in the future.


Anyone else have any ideas or suggestions?




Ol'rei
Twi'lek Master Doctor
Talus
MycroftTHan
Tue Aug 05, 2003 8:12 am
#2

that healing resistance idea scares me.


honestly, the most important thing that needs to be done for PvP is reduce the pace of combat, i.e. taking out one shot kills.

TokaiiLukos
Tue Aug 05, 2003 10:26 am
#3

The +100 healing resistance which goes down as you go up in medic skills, is this just to mind or to all 3 pools?


If all 3, it's an intrequing idea. Certainly the ease of self-healing has made the medic much less in demand than a healer in any other mmorpg and this would tend to eliminate all but those intending to rise in the skill tree.


A good idea.


Right now when I see a pack of novice medics and doctors descend on a wounded player to compete for the healing exp it reminds me of the guys in New York who run out at the red lights to 'clean' your windshield. Not quite the image I expected of doctors.




Tokaii Lukos, Master Doctor
Carlos DelMuerte, Bounty Hunter
Elenora
Tue Aug 05, 2003 11:00 am
#4

itsnot an issue about medics not being in demand...


lol go to any advanced planets and grps will be begging you to join them.


when buffs are fixed and people are running around with 6000+ H and A bars...lol stims Bs will be a joke nice for downtime and soloing harder mobs alone...


really xp grps will always need medics/doctors/CMs...


healing is fine the way it is...if a doctor can train in marksman and shoot no reason a marksman can train in medic and heal...


lol trust me i know im in demand...no punk at novice medic can heal as well as i do or for as long




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CSMRaider
Tue Aug 05, 2003 11:41 am
#5

You're absolutely right, Elenora. High level doctors and combat medics can do things that people with novice medic can't come close to. That's why I posted this on the medic boards instead of the doctor or CM boards. My problem isn't really that doctors or CMs aren't good enough, it's that medics aren't. This is more of a mid-game problem than an endgame problem.


I almost have Master Medic. My healing abilities over a novice medic are not that great. Maybe twice as good? Think of the diffence between a novice and expert marksman. Or artisan (shortrange surveying, anyone?). Definitely more than twice. But enough about nerfing Novice Medic, because that really doesn't matter that much to me. I can heal away at my favorite Theed Cantina until I get into doctor and then go to advanced planets and have fun.


I thought the strongest part of my idea was as a way to have mind damage healing in the game not imbalance it. I guess another way to do it that would be simpler would be to make it a doctor or CM level stim. Something hard enough to make that you wouldn't use it to grind, but you would help your buddy out in a fight if he's getting headshotted.


And yes Tokaii, my idea would be to have all 3 bars with a resistance to healing. Having a novice medic in the group would be great since they could heal everyone, rather than have everyone with novice medic and healing themselves.




Ol'rei
Twi'lek Master Doctor
Talus
Quinalla
Tue Aug 05, 2003 1:58 pm
#6

PvP issues definitely need looked at, but it isn't really a medic issue in my mind anyway. As for PvE, I had no problems getting groups all the way from novice to master, people saw novice medic over my head and always invited me to the group asap. Even those who have novice medic to heal themselves solo are usually more than happy to have a medic who will heal full time or with a few shots here or there. It allows others in the group to focus on doing damage. As a master medic, I heal way better than at novice, especially since I make all my own stims and experiment on them a lot.


The mind healing thing, I am still not sure about, I need to play the game more before I can weigh in on whether I even want somone to be able to mind heal (though I have done very little PvP and there seems to be more of a need for it there than anywhere). The game is still too new for me to tell.




--Quinalla Hran, Combat Medic, Lowca
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