Medic Archive

Thread: Wound Healing to be removed from Medic Profession?

LadyCalla
Thu Apr 07, 2005 9:17 am
#1

I've been a little puzzled by this decision. If it could be changed, I think it a good idea to do so. Wounds may not be a problem on exisiting servers due to their always being at 'least' a novice doc about. But what if we have a new server started, or...what if you have a gaggle of novice combatants that group together and take their novice medic along. Sure they can heal..but without wound healing their missing a critical piece of a group dynamic, aren't they? =?

Wound healing with novice medic in the exisiting system is 'slow' but still viable. And considering that no novice combat profession is going to be certed for armour currently...that's going to be a lot of accumulated wounds. Especially for a close in template like novice brawler?

As an example it would be as if development decided to remove novice entertainer's ability to heal battle fatigue and give it to Novice Dancer/Musician and up, under our 'present' system. Sure, they'd still be able to heal mind wounds and such..but a key part of their ability would be gone to the detriment of play likely.

It just seems like a poor choice to remove wound healing from medics. The trade off to wound healing you get at doctor is 'faster' wound healing.

Maybe I'm missing something? [puzzled]
MyT_Chicken
Thu Apr 07, 2005 9:34 am
#2






LadyCalla wrote:
I've been a little puzzled by this decision. If it could be changed, I think it a good idea to do so. Wounds may not be a problem on exisiting servers due to their always being at 'least' a novice doc about. But what if we have a new server started, or...what if you have a gaggle of novice combatants that group together and take their novice medic along. Sure they can heal..but without wound healing their missing a critical piece of a group dynamic, aren't they? =?

Wound healing with novice medic in the exisiting system is 'slow' but still viable. And considering that no novice combat profession is going to be certed for armour currently...that's going to be a lot of accumulated wounds. Especially for a close in template like novice brawler?

As an example it would be as if development decided to remove novice entertainer's ability to heal battle fatigue and give it to Novice Dancer/Musician and up, under our 'present' system. Sure, they'd still be able to heal mind wounds and such..but a key part of their ability would be gone to the detriment of play likely.

It just seems like a poor choice to remove wound healing from medics. The trade off to wound healing you get at doctor is 'faster' wound healing.

Maybe I'm missing something? [puzzled]





I think it was a good chioce...it basically forces dabblers into an elite profession rather then getting a lot withwith only spending 15sp. I don't know the reasoning behind it...but I think it was a good one. Also moving revive to Master Doctor was a good choice IMO.


Plus it won't be as bad in live as it is on the TC as you stated.






h Egri p
§ If you don't know; you'll find out soon enough! §

Shann0w
Mon Apr 11, 2005 10:43 am
#3






MyT_Chicken wrote:





LadyCalla wrote:
I've been a little puzzled by this decision. If it could be changed, I think it a good idea to do so. Wounds may not be a problem on exisiting servers due to their always being at 'least' a novice doc about. But what if we have a new server started, or...what if you have a gaggle of novice combatants that group together and take their novice medic along. Sure they can heal..but without wound healing their missing a critical piece of a group dynamic, aren't they? =?

Wound healing with novice medic in the exisiting system is 'slow' but still viable. And considering that no novice combat profession is going to be certed for armour currently...that's going to be a lot of accumulated wounds. Especially for a close in template like novice brawler?

As an example it would be as if development decided to remove novice entertainer's ability to heal battle fatigue and give it to Novice Dancer/Musician and up, under our 'present' system. Sure, they'd still be able to heal mind wounds and such..but a key part of their ability would be gone to the detriment of play likely.

It just seems like a poor choice to remove wound healing from medics. The trade off to wound healing you get at doctor is 'faster' wound healing.

Maybe I'm missing something? [puzzled]





I think it was a good chioce...it basically forces dabblers into an elite profession rather then getting a lot withwith only spending 15sp. I don't know the reasoning behind it...but I think it was a good one. Also moving revive to Master Doctor was a good choice IMO.


Plus it won't be as bad in live as it is on the TC as you stated.








Naw, if just makes people hate docs even more. People hate docs now because they have to pay for buffs. After CU they'll hate docs because there won't be any to heal their wounds.
Marzuk147
Thu Apr 14, 2005 9:07 am
#4

Thats because people are morons. I dont see people hating armorsmiths, chefs, or weaponsmiths.. and they make much more than a buffing doc for far less effort.
Chacca
Wed Apr 27, 2005 6:37 pm
#5

There will still be players getting Doctor skills for the buffs. They will not be going that way because of buffing of other players at starport but to buff themselves and whomever may be in their group. Healing wounds will be an easy way to get the xp to move up the Doctor trees. Of course you may still get a few Doctors siting at starports healing wounds for something like 2 credits per wound.
DharkX
Fri Apr 29, 2005 3:09 am
#6

yeah i know it sucks, i play reaaaaaalllllll late at night, so i guess you guys could do like me, im sitting in an empty medical facility, and my wounds heal about 15 every 5 mins. Its a pain in the arse but what can you do?



First ever Master Creature Handler on the Flurry server....RIP fellow CH's.
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