Enjoy! FC answered all our stuff:
(this is a direct paste from the Professional forum. it is working, as you see )
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Doctor-Specific bugs:
Nano Repulsor
This nano, originally intended to be a Nano Resist buff, now buffs Disease AC. A "legacy" item from Betas gone by. A clarification on the existance of this nanoformula would be desired, if not an actual 'fix'.
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This is currently in our bug databse, and yes, is a bug. It will be fixed. (That is, I have made sure the bug says nano resist should be buffed, not Disease AC)
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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
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This is a fossil of the beta age We agree they could use some looking over and we will do so.
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Swim/Muscle Booster stims debuff instead of buff
A fairly simple bug. The Swim Stims and Muscle Booster stims currently debuff your skill instead of buffing it! Though the actual utility of these items is debatable at best, they're certainly more useful if they work properly!
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I tested some of this myself, and could not find any issues. However, I did go over this with the designers and have been told it is a known issue, and is due to be fixed in 14.6.
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DoTs
As you know, 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.
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A good suggestion, and we will look at following through with it. The nano designer liked this suggestion
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Init debuffs
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).
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This is true - the first line is breakable. I have included a bug for this information to be added in the description, and it will be done.
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Gargantuan Health
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
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This should have been fixed in 14.4.
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HP buffs healing effects
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.
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This has been sent to PQA for testing. Once they look into it some more, I'll get the answer and status of subsequent fix.
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Recharge Bar Bug:
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).
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Also sent to PQA. I could not generate this myself, and they get paid to do that stuff anyway. Any common instances in which this occurs?
General bugs affecting all professions:
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HP bar bug
These aren't Doctor specific, but as the primary healing profession they're very important to us. There are two significant bugs. HP bars (both in the team window and target) do not accurately reflect the health of the people. Buffed HP, from nanoformulas and items, is not shown in the bar. As a result, damage taken does not begin to show until the player drops below their unbuffed health. The second bug happens when a team member runs out of range and comes back. Their health will show as partially damaged until you target them, when it pops up to full again. Very distracting
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Major issue - Yes, we agree. It's a well known problem, and we would like to fix this as soon as possible. I have checked the bug in regards to this in our bug database and it is being looked after. Once more progress is made, I will let you know what the full deal is
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Bracer bug
Growing/Shrinking flesh bracers aren't visible to other people if you leave their visual range after putting them on. Not a serious bug, but some of us Doctors want to be tall/short
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This is a tricky issue. The problem here is that for changes to size (wearing bracers, being in a Yalmaha) to appear to everyone, the bracer information must be relayed to everyone. By this I mean for every person to see a smaller Cosmik (if I'm wearing a bracer), information must got from my client to the server, and then to every single person in visual range - and this information must be constantly updated as people go in and out of visual range and as people put on and take of bracers. Essentially, it means alot of traffic, especially in those congested areas like Omni-1 Bronto Burger, Newland and Tir Grid on busy days. That's the layout of the issue, and why it hasn't been totally fixed yet, but to confirm, we are aware of this and are looking at ways to remedy it, but I can not say for certain what can or will happen. I'll update everyone once more is known.
Doctor-speficic balance issues
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Heals are not scaling well with HP past 125
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
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This will mostly be addressed in Shadowlands, with new buffs and profession specialisation. We will look at what we can do now, but Shadowlands will bring a great improvement here.
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Alpha and Omega is unworkable
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
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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.
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Team heals go DOWN in healing output
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.
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Although the average health per tick does seem to move around a bit within QL, also note that the higher nanos have a larger cap, giving you the chance to heal for more. That being said, we will be looking at this - another note is that Shadowlands will have better heals, and they will improve on the current nanos.
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HoTs are too NCU-costly
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.
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We are currently considering adjusting the NCU cost. Once more has been discussed, I'll let you know.
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Init buff seems to be NCU-intensive for what it does
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?
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Just finishing up on this one. I'll let you know soon.
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Docs and soloing/weapons
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?
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To start, at this moment, Doctors will not get better DDs or DoTs. I would like to hear from more Doctors on the ability to solo, however. Although soloing should be possible for everyone, soloing is not always easy. I'd like to hear more information about what weapons/nanos are being used at what levels, and what MOBs are being fought. Just, again, to give more firepower back to the designers.
Balance issues that affect all profs
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The "Vets to 200" issue
This effects Doctors a little more than most, but pretty much everyone runs into this. After you are able to kill Veteran mobs for XP, you will be killing those same mobs all the way to level 200 (when most are yellow-green). This is simply because the mobs which are level 200+ take too long to kill, and give less XP over time than Veterans. Really, the added risk of fighting red mobs should yield more XP rather than less. What this means is that teams will invariably choose the fastest route, and missions become a 'chore' with no challenge as mobs pose less and less threat. This affects Doctors significantly because their services are less in demand, as mobs will die in seconds. Making level 200+ mobs more rewarding XP-wise would add some more challenge to the high level game, as people will have an incentive to fight mobs which pose a threat.
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Yes, the xp curve does change at the higher levels, and this is intended. With the addition of new MOBs and Shadowlands there will be harder xp MOBs to fight that you won't be fighting over and over from level 120 (Veterans) or so - you'd be dead. Still, I will continue to look into this current issue with the designers to see what can be done now.
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