Since the former list was very old, I've decided to make a new one rather than spend more time editing the former list. This is meant as an update to Old Suggestions thread. It should also be noted that this list is in a general order, starting with our most pressing issues first.
Doctor Issue, Suggestion, and Want List
Red = Urgent
Orange = Attention Needed
Yellow = Please Consider (Less serious problem or content suggestion)
Green = Older issue, but still a problem
Gray = Issue suspended
- Problem:
Doctors need an anti-zerg mechanism.
In PvM, enforcers, and even a few other classes have ways of keeping aggro off a doctor so he can perform his job. In a mass pvp environment, there is nothing to hinder a person or group of people from focus-firing on the doctor. Doctors need a way to be able to survive zerg-like environments in order to do what we were meant to do - heal.
Solution
*A way to tie a doctor's hp to a teammate's hp
*A mass-pvp reflect designed to give us time to heal others and not worry about ourselves (Either like AMS or NS/NS2)
*A short reflect with a very large damage-return to an attacker
*Another way for a doctor to "lose" aggro, or for an attacker to be deterred from attacking a doc.
- Problem:
Doctor's Damage-reduction tools are less effective
With more and more damage being done by perks, our original place in pvp (to slow down and/or hinder damage) has become less effective. Doctors need additional ways to hinder damage.
Solution
* A perk or pulsing NCU nano to interrupt perk actions. (Like a stun, that only affects perks.)
* A way to debuff perk/special attack time.
- Problem:
Doctors need help landing DoTs in high-level PvP
Doctors, in high level pvp, can run into trouble landing DoTs, which are our main form of offense.improving the chance for the doctor to land his DoTs would help both in speeding up doctor pvp slightly and also to help our offense more without actually upping our damage. It would also help our defense (because we have to spend less time DoTTing, and can heal more).
Solution
What we need:
* A large matter creation buff - preferred (this would come as a 215+ doctor nanodeck nano.)
* Lower the defense check on some of the top dots
* Add another dot with a lower resist check
* Maybe a nano that allows docs to debuff nanoresist?
- Problem:
Doctors main PvP and PvM damage line is being overwritten by MP Dots
Doctors were given a few new PvP dots in the C line. We also have many more good PvM dots in the C line. But, this line, even aptly named "Doc line C" has 2 MP dots in it that have a higher stacking order than ours. This doesn't make sense at all and is a big hindrance to our damage in general.
Solution
What we need:
* Move the MP Dots to their own line
* Move them to the less-used NT Dot line
* Make their stacking order less than any of the doctor Dots.
- Problem:
Doctors need new, fun, innovative content.
We've become nothing more than healmonkies. PvP or PvM with a doc can get very boring because of how long and drawn out things get.
Solution
What we need:
* This List is a player-suggested list of some of our most outrageous and innovative ideas.
* This list contains no real numbers, only pure ideas to "****e up" our profession.
- Problem:
Old RK Lines have lost value.
With more inits, more damage, and bigger alphas, older RK doctor lines, like the UBT line, the A and B DoT lines, and the short and long HP buff lines have become less influential.
Solution
What we need:
* A new RK DoT (for sub-200s)
* A new improved Epsilon purge
* A new long HP Buff?
- Problem:
Doctors have no defense when stunned.
With more and more stuns making it ingame, professions with passive defensive abilities, like evade profs, gain a distinct advantage because their defenses do not "quit" when stunned. A doctor cannot heal himself when stunned. It is simple, then, to kill a doc - just stun him.
Solution
What we need:
* An item or nano that adds a significant amount to stun resistance.
- Problem:
Doctors need more nano init to be able to go full defense
The inherent problem with casting classes is that you cannot do good damage and have a defense at the same time. Therefore, if a doctor DoTs, he has no defense. To compensate for this, doctors should be able to go full defense, so that evades, nano resist, etc. actually mean something to our class. Most doctors these days run around with around 2800 nano init, which is not nearly enough to go full defense.
Solution
What we need:
* A nano, item, perk that gives a huge buff to nano init. (note: read this post by DoctorHyde on optimal nanoinit)
* A way for our nano init. over 1200 to matter more. Reduce or remove the 1/3rd effectiveness.
* A reduction in the casting time for Bodily Invigoration and other heals.
Note: This could come at a cost.... for example: +10% nano cost, -15% heal effiency, etc.
- Problem:
Doctors have no defense against GTH
Doctors have the ability to resist or remove almost every debuff or hostile nano ingame. Grand Theft Humidity is an exception to this - there is no way to counter or get around it. This means that a few seconds into it being landed, the doc is most likely dead, or at the very best useless for the duration. Not giving docs the ability to remove this nano is like taking away evades, nano, and weaponskills on a fixer for a minute. Its like taking all weapon specials and perks away from a soldier for a minute. It leaves our class, which is defined by healing, unable to heal. Perk heals are not the answer to this, because alphas are getting larger, and our perk heals aren't getting larger or shorter in duration.
Solution
What we need:
* A perk that we can use to remove it.
* Shorten the duration, and add it to the list of things removable by a virus scanner
* Keep it as it is, but shorten the duration. The aftereffects still hurt.
* Remove the -nano delta for docs, as we have no nano regain things as NTs do.
Click here for the doctor bug list.
Note that the bug list is a list of design flaws; stuff that isn't functioning as it was intended. This list is for things that are functioning correctly but pose a problem to doctors.