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Thread: Current Doctor issues

  1. #1

    Current Doctor issues

    Okay, I want to edit this main post to reflect current issues and its status, at least *we* can directly slap Cosmik with that when he's back no? Please try not to discuss the lot here, do that in the single threads for them. New input or comments are appreciated of course.


    For the top-3 we are going to submit go here http://forums.anarchy-online.com/sho...hreadid=105726.






    4. Teamhp first heals then buffs
    Status at Funcom: On professionalforum data-bug list
    Description:
    The Doctor Team HP buffs are intended to inrease teammates health by a certain amount, and then heal them for that amount to 'fill up' the extra HP. Presently though, the heal effect hits before the health buff takes effect. This means that the extra HP that is buffed on does not get healed automatically, but requires an extra 1-2 team heals afterwards. More of an annoyance than a serious bug, but a bug non-the-less.

    5. Heal-delta nanos are worthless
    Status at Funcom: Will be re-looked over to enhance
    Description:
    The HealDelta nanos namely Continuous Reconstruction and Hearty Constitution. They modify the Healdelta attribute, which effectively does nothing. Certainly nothing worth 45 and 24 NCU respectively. Again, a clarification on the existance of these nanoformulas would do, but it'd be nice if they could be changed to have a proper Heal over Time effect

    6. DoT strains
    Status at Funcom: On professionalforum data-bug list
    Description:
    Our DoT nanos have two 'strains', which stack together. They also tick at different speeds. Those two pieces of information should be in the nano description, as the tick rate (combined with the size and duration) is needed to determine the power, and the strain so that you can see at a glance which nano stacks with which. New suggestion: Different icons/logos for the strains!

    7. Init debuff strains
    Status at Funcom: On professionalforum data-bug list
    Description:
    There are two types of Init debuff, in the same stacking order. One debuffs initiatives by a larger amount, yet has a chance to break when damage is inflicted ('Decrepitude' is an example). The other debuffs initiatives by a smaller amount, has a larger damage debuff, yet will alway run its full duration ('Uncontrollable Body Tremors' is an example). Presently there is no information stating that the first line is breakable, and that leads to a lot of people incorrectly stating that they are bugged (as they use the one with the biggest numbers). New suggestion: Different icons/logos for the strains!

    10. Team heals go DOWN in healing output
    Status at Funcom: Looking into it
    Description:
    Because the latter end Team heals increase in healing strength only slightly, yet still get penalised with a slightly longer recharge time, we are currently in the curious situation where the top Team heal does not heal at the fastest rate. In terms of average health per second healed, the QL Of nanos goes like this: 175, 172, 169, 182, 152, 156, 159, 149.
    This doesn't seem right to me. There's not an awful lot on it actually. The Q149 nano does 147.95 HP/sec, and the QL175 does 150.74. I can imagine if it didn't go up much, but when it's debatable as to whether a ql182 nano outheals a QL169 nano something is clearly wrong.

    11. HoTs are too NCU-costly
    Status at Funcom: Will be changed, no ETA
    Description:
    Heal over Time nanos are underused in teams. People very rarely have the NCU free for them, and aren't keen to do so because they take up . The Fixer HoTs in 14.4 are far better, being longer and smaller. That's understandable, as Fixers are intended to be the masters of health regeneration. But our HoTs could do with being smaller, as currently they just aren't worth the NCU they take up.

    15. Rampant Decay DoT bug
    Status at Funcom: On professionalforum data-bug list
    Description:
    The DoT "Rampant Decay" is intended to do 20 hits of 174 damage over 1 minute. However, the ticks are 6 seconds apart, when they should be 3. This means that it only ever gets through 10 ticks, with a total damage of 1740. Compared to the DoTs directly before (All-Consuming Toxin - 3150 damage) and afterwards (Morgue Longings - 3790 damage) it is clear that there is a problem. Halving the tick delay to 3s will allow the DoT to get in all 20 ticks before it times out, thus letting it do a total of 3480 damage... which is in scale with the other two Addition: Acidic Lesions has its attack and recharge delays inverted

    16. IC/TeamHP buffs describe incorrect NCU use
    Status at Funcom: On professionalforum data-bug list
    Description:
    The Team Health buff lines have the incorrect NCU usage in their descriptions. As an example, Superior Omnj-Med Enhancement is marked in its nano description as taking up 55 NCU, but the actual nano, when executed, takes up 45. This trend continues all the way through the line, with the NCU usage a little lower than it should be. Addition: IC lists as using 26 NCU but only uses 23 once cast.

    17. Init buff seems takes too much NCU
    Status at Funcom: - No reply as of yet -
    Description:
    The Nano Init buff, 'Instinctive Control' (+85 Nano Initiative, 28 NCU) is rather large compared to other similar nanos. Focused Anger (+72 to ALL initatives) takes up 19 NCU, roughly 2/3 of the size. It could be that this is intended, because Instinctive Control stacks with the line that Focused Anger is in. Can we get clarification on the role of this nano?

    21. Colour bug in icon
    Status at Funcom: ] On professionalforum data-bug list
    Desciption:
    Small bugs but bugs nevertheless: The icon for the teamheal: Radiant Heal should be green, not red. The Icon for Iron Circle is a questiomark while that means a unkown nano, a real icon would be neat
    Addition: The nanocrystal for "Superior Life Reinforcement" is blue. Since it's one of our short term health buffs, The nano crystal needs to be red like the others in that line.

    22. AoE heals?
    Status at Funcom: No answer yet
    Desciption:
    Ma's are getting an AoE heal after us doctors requested it multiple times. The Ma one isnt hat good, but shouldn't we get a line of this nano? Currently AoE heals would be very needed in tower wars, as targetting is way less doable.

    23. Doc Omni-only armour?
    Status at Funcom: No answer yet
    Desciption:
    New Omni-only doc armour. The new patch contains a new doc armour-set (Armored Omni-Med) which has an Omni side requirement. Please consider removing the side requirement as the neutral and clan doctors now cannot profit from this nice new doctor-love.





    "Solved issues"

    Alpha and Omega is unworkable
    Description:
    As it stands... this nano is useless. A 12 second cast time effectively means that you will take 5-6 seconds at least to get this nano off. For a nano that would be used in an emergency this negates its usefulness entirely. It is my opinion that the 12 second recharge time and massive nano cost are sufficient drawback for the bonus of healing your entire team completely
    Funcom's reply:
    This nano is designed as a situational nano program. A complete heal for everyone in the team should not really be executed time after time after time in terms of balancing game mechanics - and that seems to be the want by the point of the recharge time. Also on the situational aspect of the nano also reflects the execution time - if everyone in the team is getting hit over and over and a full, emergency heal is needed, the execution time is low enough to get it off. For one or two targets getting hit fast, there are single target nanos used for that situation. Alpha and Omega is used in specific situations, and may not be the most desired option at every time.

    3. Nano: Nano repulsor
    Status at Funcom: FIXED in 14.6 Db
    Description:
    Currently in description it should buff nano-AC (and old Beta mod) and it buffs 92 disease AC. Funcom replied it will be changed to NR buff, most likely +92 NR

    2. Nano: Garguntulan Health - TeamHP buff
    Status at Funcom: Fixed in 14.6
    Description:
    Gargantuan Health has an annoying bug which affects HP bars. Casting it will cause all HP bars to appear to show damage... damage which cannot be healed up. Only running out of visual range/zoning removes this bug. This is because (according to AntiGuardians) the nano has the effect "modify team max health 854 - 854 ". This should read "modify team health 854 - 854" to represent the heal effect that is intended to be part of this nano

    20. Broken stimm of speed
    Status at Funcom: Fixed in 14.7
    Description:
    In the past it was swim-stimm that was broken and speed-stimm worked now its the other way around. Speed stimms will even debuff you speed (maybe reflecting the 'downtime' after the use?) but it never increments speed.

    1. Bugged HP bars
    Status at Funcom: Fixed in 14.7
    Description:
    Walking out of LOS from team and walking back results in unbuffed unequipped unimplanted HP value until we refresh by selection the player. Sometimes even in LOS they are bugged and only 'T' helps. In PvP HP goes down when the opponent did more damage then the sum of his/her buffs, equipement and implants.

    13. Ineffectiveness of taunts
    Status at Funcom: Currently on enf issue-list now
    Description:
    Other professions' tools for aggroing mobs are ineffective compared to that generated via normal gameplay. This means that professions which can 'tank' well find it difficult to get aggro, and other professions, notably Doctors, have less protection (and die more) as a result.

    18. "Target must be NPC" with init debuffs
    Status at Funcom: Fixed in 14.7
    Description:
    Sometimes in PvP when you cast an init debuff on your opponent a message 'Target must be NPC' shows. It does however cast the nano.

    14. Complete heal isnt complete
    Status at Funcom: Name will be changed, amount not
    Description:
    Complete Healing is not complete. It needs to be 20001 HP or more. Calling a nano "complete heal" when people can now easily get more than 10,000 HP is rediculous .

    1. Healing-cap in pvp.
    Status at Funcom: No plans to change, more heals in shadowlands
    Description:
    Currently its better to have a lvl 150 doc then a 200 doc. Why?
    A 150 doc can heal: 120-200s
    A 200 doc can heal: 150-200s
    Yesterday I was in my guild-team trying to destroy an enemy base. I was 200, but a lot were between 140 and 170, a few above that. What happens? Towers, clanners attack my guildies and they ask for a heal, I try to heal them but no, I can't if they are below 150. They belong to a normal group, yet i cant heal them, but I can try kill the attacker, makes little sense that I can't heal my friend and guildy. Suggestion:
    Change the healcap, maybe to 120-200, or 75 or 100-200, or even better; remove the cap again. Right now I cant heal friends, while if I would've been a lower lvl doc (150, and lvl 150 docs use the same heals as I do !!!) I couldve been a "better doc".

    8. Recharge bar
    Status at Funcom: Will be fixed asap
    Description:
    Sometimes the recharge-bar does not show after casting a buff. At that time we need to guess when we need to cast again. Sometimes the hotkey keeps faded-out too (but still works).

    19. Recharge bars stuck
    Status at Funcom: Fixed asap
    Description:
    Casting some nanos will sometimes lock the recharge-bar and sometimes even disabling casting. Teamheal btw also takes 2 recharge bars, why? Casting a warp-nano will most of the time result in a stuck bar. Stuck bars can multiply and sometimes a relog have to be done to clear the screen. My bet is team nanos interveine with your own bar, but how is your job to find out and fix =)

    9. Heals are not scaling well with HP past 125
    Status at Funcom: Fixed in Shadowlands
    Description:
    Doctors can use their top target heal (bar Complete healing) at 125. After that point the average HP that a player has (particularly following level 146 when MK II armour can be worn) goes up, yet the heals don't get larger. Team heals carry on past 'Complete Healing', yet Target heals do not. Of course, additional heals would mean an increase in the power of a Doctor


    Note:
    Currently playing Firerose so should you want to /tell me in-game /tell her

    If you'd like to e-mail me you can do that on letah@ff.net
    Last edited by Letah; Mar 4th, 2003 at 09:30:16.

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
    [eqp | imps | pics | sig]


    Yeah I'm back, no need to ask your ebay-check questions

  2. #2

    Re: Current Doctor issues

    Originally posted by Letah
    12. Docs and soloing/weapons
    Status at Funcom: More input from more docs needed, what weapons/nanos used what lvls what lvl mobs
    Description:
    We do know we are a support class but you said yourself once that every class should able to solo. Docs can't. Our dd-nanos stop real soon and all weapons are darkblue cept pistol, who don't make good weapons. Our dot's are too weak too. Any thoughts in enhancing our solo ability? Maybe more DD nano's? Better Dot?
    I personally don't think that docs lack the ability to solo because of their weapons.
    QL 200 weapons are QL 200 weapons and our damage is not bad.
    Imho turning our Evades to normal blue or aqua would make soloing possible.
    Also a simple calm would help. (and would be quite easy to imagine as doctors know about calming medicaments or anesthesia)
    Thanks for listing them tho!
    The days have gone down in the West behind the hills into shadow.

  3. #3
    If you want to fix doc soloing, the quickest way I can think of is to boost our *oT nanos.

    Lower the NCU cost or increase the output of our HoT.

    Give us some DoT's with serious damage potential that stack with our present line. (Make them only useable on NPC's if you are worried about breaking PvP.)
    --
    Kenlon- Combat Medic, RK1
    "This! Is! My! Boomstick!" Gear.

    Creaky old vet, back for another go-round.

  4. #4
    For docs and soloing, HoTs and DoTs improvements would be a great step. But there is always the PvP balance boogeyman to examine too...

    I think the initiative fix will make our debuffs worthwhile in PvM. It'll take some testing of course, but I think they really will slow mobs down after this fix. That will make soloing easier, since we'll take less damage, but not faster.

    The slow speed we do damage at is our big soloing issue IMHO. Faster DoTs would be a big help, or a third DoT that only works on mobs, or even a self-only crit buff (since we are surgeons and know where all the vital parts of a body is).
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  5. #5
    Maybe if it topped at 7% and didn't stack with the marks, a crit buff could be useful for soloing. But I'm absolutely sure everyone would complain.

  6. #6
    Actually I was thinking a mini-line, 2%, 4%, 6%, that didn't stack with any other crit buffs. It'd be a boost, but not a massive one, for PvM. MAs and agents would still rule crits, for sure.

    But you're right, everyone would complain, and base their complaints mostly on PvP I think. Even though I'd consider this a good balancing nano for PvP too, once inits are fixed and crit scopes become pretty bad choices for most doctors.

    EDIT: Oh, and make it use SI. It'll become another IP allocation choice then, and give us something in between specialist treatment and instinctive control/superior first aid to use that nano skill for.

    EDIT 2: There'd be no real reason to complain for PvP then either, since we'd want to get the better MA buff-others and a TTS that do stack then. Self buffed, self schmuffed.
    Last edited by Jynne; Sep 29th, 2002 at 20:33:31.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  7. #7
    LOL @ docs with crit buffs. Explain to me how that one fits in in a docish sorta way??? Calms i can see. But crit buffs?? no way in hell

  8. #8
    You can make ANYTHING fit into a class concept if you twist it enough, so don't even try.

  9. #9
    Originally posted by Intrepid
    LOL @ docs with crit buffs. Explain to me how that one fits in in a docish sorta way??? Calms i can see. But crit buffs?? no way in hell
    Would you trust someone to perform surgery on you if they didn't know where your blood vessels, nerve trunks, and vital organs were?
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  10. #10

    Thumbs down

    Originally posted by Intrepid
    LOL @ docs with crit buffs. Explain to me how that one fits in in a docish sorta way??? Calms i can see. But crit buffs?? no way in hell
    And tell me again how AoE roots, or even calms work into the Trader profession?

    Nothing against Traders, I love them to death. But it really would have made more sense for Doctors to get calms instead of them. I'm not even asking for roots, but calms would make us a more viable solo class, by far.

    --Tsk

  11. #11
    Hey I dont agree with the solo-ing point myself but its *YOU* people who wanted it adressed

    Thats why I asked in this post not to discuss the topics in HERE but the feedback from feedback or modifications on it.

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
    [eqp | imps | pics | sig]


    Yeah I'm back, no need to ask your ebay-check questions

  12. #12
    Originally posted by Letah
    Thats why I asked in this post not to discuss the topics in HERE but the feedback from feedback or modifications on it.
    What??

    I think overall the list is very good. I don't think the nano recharge bar is a huge issue as listed in the post though. What I find annoying is being unable to cast a heal in multiple circumstances, like, if another teammate is healing at the exact same time, or changing weapons.

    But with regard to what you said about the recharge bar, I also have seen a bug where I will literally get 3 or 4 nano bars at the top of my screen and they will stay at full and not go away, even after I zone. The hotkeys will also be grayed out while this happens. Zoning clears the grayed-out part, but keeps the nano progress bars.

    This makes me unable to cast nanos again until I relog. It's happened to me a few times, not so much in PvM but quite a few times in PvP. Sometimes I'll get just one bar sitting there not going away, which isn't as big of an issue, but it is a bug and is probably related to the bug where more than one won't go away.

    I hope that wasn't too confusing

    --Tsk

  13. #13
    Hmm yeah after warps too, Ill add it to the list, thanks

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
    [eqp | imps | pics | sig]


    Yeah I'm back, no need to ask your ebay-check questions

  14. #14
    Edited main post: Added point #19
    Edited again: added e-mail address


    About my maybe vague reply, what I meant try not to discuss the *content* of the notes in here, to keep it clean with remarks like Sheffy's or general fixes/additions.

    This is of course not to limit you in discussions, just to make sure this isnt brought to 1 topic while it concerns all topics I read all posts made in doc forum plus a heck load of other forums so dont worry about me not noticing other posts

    Also I don't agree to all notes of concerns I wrote, It's a personal opinion and I see my role as someone who forwards the general thoughts and opinions of the doctor profession, not just *mine*. Attacking/commenting me about stuff here is therefor useless


    Made a new thread about the solo topic:
    http://forums.anarchy-online.com/sho...threadid=55359
    Last edited by Letah; Sep 30th, 2002 at 01:45:00.

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
    [eqp | imps | pics | sig]


    Yeah I'm back, no need to ask your ebay-check questions

  15. #15
    Originally posted by Jynne
    Would you trust someone to perform surgery on you if they didn't know where your blood vessels, nerve trunks, and vital organs were?
    Knowing where to hit someone and actually hitting someone from 50meters are 2 totally different things though.

    w00t engies should be able to make uber targeting computers with do 100% crit cause you know that computer can use a laser aimer and never miss.

    Woot.

    Originally posted by Shubalubdub
    You can make ANYTHING fit into a class concept if you twist it enough, so don't even try.
    Yeah Jynne made your point for you.

  16. #16
    Originally posted by Intrepid


    Knowing where to hit someone and actually hitting someone from 50meters are 2 totally different things though.

    w00t engies should be able to make uber targeting computers with do 100% crit cause you know that computer can use a laser aimer and never miss.

    Woot.



    Yeah Jynne made your point for you.
    Having the skill to equip the weapon that shoots 50m is having the skill to hit a target with it in the AO game engine. No matter how small or precise the target. If you spend the IP to use a gun, you can use it about as well as anyone else. The balancing mechanism between 'caster' or 'support' classes and 'tank' or 'fighter' classes is the IP cost of the relevent skills, the attack rating differential, and the equipping (and especially self-equipping) curve.

    Remember that 'professions' are more templates than straightjackets, and the skill system and item requirements are mostly designed that way. If you want to spend the IP to equip it, you can. It's one of the best things about AO, especially before the introduction of profession-specific items and level limits on items, both of which I think run counter to the core game's design philosophy. What immutable law of the universe stops a real person from having multiple areas of ability, if not expertise?

    As an aside - Engineers should definitely be able to make gadgets that increase their attack ratings and/or crit chances. They should be able to make all sorts of gadgets, including if not especially ones that help them fight. Why not? It really ought to be a core ability of their profession.
    Taren "Jynne" Suitt, Level 216/16 Eternalist
    Knight of Unity of the Rose - Check out our AO Tools!
    The Doctor Guide to: Notum Wars Martial Arts Perks! Nano Controller Units
    The General Guide to: Auto-Combat General Perks

    Visit the Roses and check out the shops in our City, NE of ICC at 4500x1500 in Andromeda!

    Iron Law of Exploits: If it can be exploited, it will be exploited. However a rule is exploitable, the exploits become the rule.

  17. #17
    Edit: Thread made sticky

    Vhir / 215 Doctor
    Nynke / 205 Agent
    Letah / 200 Doctor
    Firerose / 200 Soldier
    __________________
    [eqp | imps | pics | sig]


    Yeah I'm back, no need to ask your ebay-check questions

  18. #18
    Originally posted by Intrepid
    LOL @ docs with crit buffs. Explain to me how that one fits in in a docish sorta way??? Calms i can see. But crit buffs?? no way in hell
    because a doc is a surgeon and know the body, the doc should be able to know where to hit the mob where it is weakest(crit)
    /Comfortyou


    Tha Doc Squad Commander of Wen-Tzu Enclave


    My trader

  19. #19
    - For the amount of ncu they take up, why on earth do our temp hp buffs have such a short duration.

    IMO they should act like essence without the str/sta boosts.

  20. #20
    thank you for # 13

    HERE Is where we are talking about this on the enforcer boards


    and HERE is where I reposted it on the next patch area

    feel free to check out the discussion and maybe put in a bump or two
    Last edited by Yazule; Sep 30th, 2002 at 15:35:22.
    I am Dnastyone Official Broom pusher for The Professionals
    Painmage my newest funnest guy
    PHEAR ME RK1 Yazule IMMMM BACK

    I would have to say that this is an typicall example of how an flame should not look like. You need to think things through and calm down before you try to write an flame... Im sorry but I would rate this flame with an 1. Aggression is to high, grammar and cursing isnt to well planned... Maybe he has an point somewhere in there but I dont even want to find it. - Centurion3

    ROFLOL

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