Doctor issues and suggestions
[list=1][*]BM/MM items and our new Healnano's
We have a lot doctor-only items that only add BM. Even Chosen/Faithful armor is more directed at BM then MM. All small misc doctor-only items also only add BM. This was fine with RK heals: they ask more BM then MM. SL heals all need the same BM as MM so we are finding ourselves with a great lack of MM items, rendering the BM ones useless because we have no MM to go with it. Please add more MM items or add MM to the current BM Doctor items.[*]Doctor Symbiants
Doctors loose a lot versatility because they can only choose Support symbiants. Oddly these Support symbiants add MA and Bow. Especially bow is a skill nearly no doctor will up considering its costs. Doctors are obviously "meant" to be pistol users, why don't we have any pistol skills in our symbiants? Right now it feels like we use a MA Symbiant set. Please consider changing the Support Symbiants by adding some weaponskills (because of our bad dmg multiplier it would hardly influence other professions who excell in pistols) or giving us access to other types of Symbiants (fixing the versatility issue partially as well). Requirements seems odd as well; asking us to have a lot skills in non doc related abilities.[*]AOE healperks aren't well balanced
Our AOE Healperks are changed from 1 to 10 minutes in the early SL days. While we can understand 1 minute would be a little too much 10 minutes is off the scale. Consider something between that amount or make the mods on the perkline a little more interesting. There has been many discussions about this and some of the solutions given were lowering the recharge or merging the 4 AOE heals into a single one with a fast recharge. The AOE heals also have a very high lock disabling the use of a 2nd AOE heal after one is used, we are already heavely penalized by the 10 minute recharge, why even more here?[*]Lacking content for Doctors in SL
There are little to no things in Shadowlands for doctors. We do not get Spec1 or 2 nano's, we do not get nifty doctor-items and the few doctor-only pistols are inferior to any other pistol available to us. The first thing to look-out for is the first (spec 3) SL heal which is a 203ish castable healnano from inferno garden. Our perklines add nanoskills mainly besides a self and teamheal perk. AOE healperk is not worth the points at low levels because of the 10 minute timer (see AOE healperk issue). Please think of the doctor community and give us some nice SL items/nanos or anything a doctor can look forward to? No-to-uber mindmg pistols with BM/MM mods would be a great start. Also adding nanos for our level 130-203 doctors would be nice: A level 130 doctor casts Lifegiving Elixer, a level 202 doctor too. Most other buffs too now because of our perklines.[*]Perk-choices are slim
Doctors must aim so heavely on gathering nanoskills from perks that there is nearly nothing left to up as well. To get our "+200 coreskill" we need to spend 37 perkpoints. We simple cannot afford using perkpoints for something else like our pistol perkline or other secundairy perkchoices. This issue probably would not be one with lower healnano requirements (see other issue)[*]Target needs Shadowlands with heals
We do not understand the healnano's have this requirement; Weapon professions can "use" their weapon on non-SL victims as well, SL pets can be casted anywhere and SL nukes can land on non SL users too. Why are our only new nanos limitted to SL only? The nasty side-effect of this requirement is that we can never heal people when lag is present, as the info isnt updated wether they have SL or not (bug reported already).[*]High healnano requirements
As it stands now the requirements of our heal-nano's are so high most need at least mochams and a wrangle with moderate to good equipement. We can understand needing mocham/wrangle for buffs, but not healnanos. NT's can selfcast their nuke too I believe, we'd love do be able to do that as well.[*]Nanosurgeon perkline
The 6th perk grants us a special to give others 60 treatment, but once we train this perk we cannot get one ourselves. This is very strange as that means we have to untrain our 6th point in order to get enough treatment for ourselves! Please either remove that requirement or give us a higher treatment bonus from the 6th perk.[*]DOT's needs to be looked at
Too many professions can remove DOT's with special items from for instantce IS and perks. The nanocost, difficulty and time a doctor have to take to stack 3 DOT's on someone simply isnt worth doing so. The new dots only lasts 30 seconds which is way too short. Fixes would include removing the easy abilty of other professions to remove our dots, upping the DOT-time on them and lowering the nanocost or chance-to-land them.[*]Teamheals not extended
We do not get any teamheals anymore other then the old ones that are still awaiting their fix as well (the last few actually heal less then lower QL ones, see the doctor-bugs section). Try keep a doctor diverse and give us back teamheals. It was always a part of the doctor's job to make a swift choice and decide to use a team or a single heal to save people. Please do not let us become 1 dimensional "healdrones". [*]Teamheals go down in healoutput
This is an old bug and it already had an answer that you will change the recharge of the last few teamheals in order for them to be better with the QL, but they are still unchanged as of yet. To repeat the original bug: The last few (4) teamheals have nearly the same heal-output but go up in both nano-cost and recharge-time. They actually become less good the higher QL you go.[*]Pharmacy tradeskills
The only high Pharmacy required are Nano/Healdelta clusters/implants. These ask skills a level 200 doctor can easely acquire. After that people want Symbiants (who don't ask any pharmacy making skills). It would be nice to have a few tradeskills requiring high pharmacy. Especially making the SL spindles and coils would be handy, both for the high costs to buy them in shops (any level) and for our higher level players: use QL175-300(?) spindles/coils.[*]Improved * line not ingame or too rare
in the database you added improved -name- nano's where a few of them were doc ones. They were rather nice but were removed just before SL beta ended, or changed to very rare dropping. Any plans of adding them? So far no doc found any yet.[*]Portable clinic cannot be used in SL
This was one of those nifty things to do as Doctor, but is now lost because they have the must be in RK requirement. Can we please get that ability back? Also see the issue: diversity.[*]HP buffing / amount
Before Shadowlands we were one of the professions with the most HP, mainly because we could buff 2200ish HP. Nowadays we lost our edge in HP. Maybe extend our HP buff line? Or give the Assault Force Medic perkline more HP/perk?
[/list=1]
Intentionally left out:
- CH aggro
Funcom already stated it's intended that CH generates a lot extra aggro in SL and showed it's unlikely our request of lowering the aggro it generates will be implemented.- Tier3 requirements
As a response to our issue it seems FC added doctor-only items buffing up to 90 stamina with only BM requirements on the items. Most breeds will be able to eqp QL300 now at 220.- Nano availability
Since the gardenquests are fixed and people are selling their nano services for reasonable prices this issue lost its importants compared to the rest.
Bugs are in the other sticky thread.