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Thread: Doctor Content Brainstorm

  1. #321

    Doctor as nanotech specialists.

    How I would envision a support-role Doctor... to have the possibility of not using a weapon and still be an effective healer and team member.

    Doctor's with new nanos and a possible nano deck to allow (the option) for Doctor's to play a more supportive (and less offensive) roll.

    This would mean:
    1) New scalable nukes based off of MC.
    2) A possible Nanodeck that provides the doctor more nano skills and defense.
    3) A nano, or perk that let's us remove snares and roots.
    4) A nano or perkline, that allows for serious nano regeneration. (like a humidity)
    5) Some other form of nano (besides UBT) that could be considered crowd control. This could be a snare, root, stun, or blind.
    6) More NR options. Perks, armor, etc.
    Last edited by wooooot; Feb 2nd, 2010 at 23:16:50.

  2. #322
    I can definitely see giving docs a bit more nano init to allow us to get reasonably close to an instacast of BI on full def. One small part of such a solution would be to allow IC, Improved IC, and nanite IC to stack....similar to how all of the nanos in the red tape line stack for crats.

    This wouldn't provide us with a huge boost to nano init, but it would provide us with enough to make a bit of a difference. In combination with some other suggestions, we could probably get the casting time down to something a bit more reasonable at full def.

  3. #323
    I'm kinda expecting them to split down our heals into 2 or 3 different groups with seperate local cooldowns but very fast recharge.
    A fast cast, fast cooldown low healing heal.
    A long cast, medium cooldown, medium healing heal. Hopefully without cast time cap.
    A fast cast, long cooldown, big healing heal.

    Seeing the perk changes document and the change to fast hard damage instead of slow continuous damage I don't believe they'll have much other choice. The current heals, in the new scewnario where we have to spam dots even more as they get canceled and you need to land them fast to perk up and the fast paced play will just clash. We would need faster recharge to cast other nanos without allowing heal spam every 2 seconds or whatever.
    Then there is also that they want to make heals both more demanding and make it even harder to maintain nano so this is really what I expect to happen.

    I'm both excited and scared of that. It would be a nice change to gameplay, but at the same time may as well break us in pvp.
    Deadly Whisper - RK1
    too many alts for to little space

  4. #324
    I'm kind'a looking forward to trying pvp with the cyberdeck though, support doc with better working debuffs might be really nice in group pvp.
    Don't take life too seriously -- you'll never get out of it alive.

    Irna - RK1 - Doctor

  5. #325
    Quote Originally Posted by XenonDe View Post
    I'm both excited and scared of that. It would be a nice change to gameplay, but at the same time may as well break us in pvp.
    I feel exactly the same way...
    Mekhdoc 220/27/70 Equip | Mekh 220/28/67 Equip | Shadesch 220/21/70 Equip
    Mekhkeeper 220/22/70 Equip | Roflmao 220/15/50 | Fixyaself 200/23/64 Equip

  6. #326
    An initiative buff similar to a reverse UBT, but uber powerful and lasts a very short period (much like rage, but w/o removes) Call it "Adrenaline Shot" and make it requite 1.8k nano skills to cast, and make it a rare nano, i'd love it

    Also another nano that would summon healing kits at different ql's randomly (like have a ql 25 version of nano summon ql 10-40 kits, ql 150 summon ql 120-170) It makes sense, though would ruin tradeskills, perhaps make it so you need plasma in order to cast much like MP's have for ToTW pets.
    Last edited by cmk112; Oct 28th, 2010 at 05:25:03.
    Proud member of JVC and HoBS
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  7. #327
    Quote Originally Posted by cmk112 View Post
    An initiative buff similar to a reverse UBT, but uber powerful and lasts a very short period (much like rage, but w/o removes) Call it "Adrenaline Shot" and make it requite 1.8k nano skills to cast, and make it a rare nano, i'd love it

    Also another nano that would summon healing kits at different ql's randomly (like have a ql 25 version of nano summon ql 10-40 kits, ql 150 summon ql 120-170) It makes sense, though would ruin tradeskills, perhaps make it so you need plasma in order to cast much like MP's have for ToTW pets.
    I'm not too much a friend of uber rare nanos. The initiative buff is in some way being added with the breed changes.. yes... int the form of a breed perk. Obvious downside is that it's limited to one breed but with the current breed perk drafts I'm hesitant to say a nano would be better as everything that would keep doctors from being forced in NM breed is good for the game. In this case, it's a boon that opifex would get... and it still isn't on par to NM perks.
    I'm really not happy with the breed perks draft so I don't know... hopefully they'll change.

    The summon heal items nano is quite unlikely to get as it's basically what fixers just got to replace their I$(%!! long dead and useless summon weapons/ammo line. I don't know if it's technically feasible but if we get new stuff that helps on leveling I would actually like a aura that increaseds first aid/nano stims by efficiency by ...say 20%.. in the vicinity of the doctor. Stims are heavily underused by leveling toons nowadays.. let's make them more attractive.
    Last edited by XenonDe; Oct 28th, 2010 at 08:16:11. Reason: spelling :p
    Deadly Whisper - RK1
    too many alts for to little space

  8. #328
    A nano that increases the efficiency of heals on a target.
    Awwww muffin, need a tissue?

  9. #329
    Longtime player here, love the game


    Books and doc-clickitems

    A new book would be so cool, I remember it was fun to get it at totw.

    Make it a rare drop in some tl7-totw?

    Add a shield and a hot to it for 10 secs, not just the heal.



    Nanoresist


    I would like to get back my nanoresist, or be able to pvp-twink for fair NR. At expense for hp or whatever is fit.

    Giev!



    Anti-debuff and remedy-toolset


    We had amazing perks pre-LE to deal with the debuffs that were in game back then.

    There's new debuffs now, and our antidebuff-toolset has not been properly updated and adjusted in accordance with the changes.

    I DEMAND a better ability in that perk-repetoir.

    Would love something like Dissapear too if thats not too OP for doc.



    PvM-nukes


    Can we?




    Altho, I must say I love doctor in pvm. I feel so macho firing off those mega-heals.

    We're really powerfull endgame in the ao-universe in comparsion to other game-worlds, which I think is fun.

  10. #330
    I'd like to see all the procs containing any offencive debuffs gone (nano shutdown, stun, nanoinit, snare, blind whatever, you name them). PvP should be independend from such luck factors, espesially when they all are "On hit/being hit" by a weapon or direct damage nano(exluding dots, that was nerfed around 17.2). That resulted in a quite afwul situation of all docs going pistols setup cause on pistols we can get dualweild and atleast some moderate attack rating to be able to hit something. Don't forget aobut the burst/fa mechanics in procs also. Each bullet from burst or FA is a separate hit which triggers the proc. Thatswhy on the soldier i always have on hit procs running.

    It's plain stupid that all the alternative setups(bow, ma, shotgun) on which people were thinking for hours, then gearing for months looking for one which suits them best, are pretty much obsoleete now. There is just 1 cookie cutter setup (that doesn't apply to those who still have silverback on :P ) - pistols and some modifications of it.

    It is really sad that quite a lot of docs forgot they are 1-st of all team players, a support class. I see all the time docs rushing the opposite force and instead of supporting your faction, spamming one single button(Malp) trying to kill someone. This has to be changed. We still have dots, most even forget to use already. So malpractice damage has to be boosted to something like malp 4 or even a bit more, stacking removed, recharge set to 0.1 but it should not be spammable like it is now, there should be some cooldown on it(10 sec? 20?). That way doc can support the teammate alpha and take somone down, currently it's AimedShot which will be nerfed and 1-2 casts of Malpractice, there should be some reliable AimedShot replacement. Init debuff proc on malp has to be removed at all, cause, just like the dots, quite a lot of docs even don't bother using it.
    Yeah, why should they since malp is spammable and has an unremovable init debuff.... Seriously, "One button wonder".

    Dots should gain some offence debuffs(like Wrack and Ruin), would be logical since it's a poison and would increase survivability in solo PvP.

    Stun/snare/root resistance - a huge NO cause it's the only opportunity for quite a lot of classes to kill us, learn to time Tacky Hack, MOR and Free Movement, Corrupted Flesh, heal stims, IS book etc.
    However, since heals are getting scaled down i'd really like to se some damage reduction like reflect which whould stack with RRFE cause docs don't really have any evades and damage from as, burst, fa, sa, dimach etc will be insane. That needs a verification tho cause we don't know yet what will be done to specials.

    Vaccine line reworked. Add NSD resistance to it? Increase %? I don't really know. Make it maybe like a blockers aura?

    Doc has always been the "outlast, survive" class, not anymore. Mainly thanks to some random hitting you with Malp or the gay crat init debuff. I really hate being unable to remove blinds, various debuff procs and the crat init debuff. Mostly our rich perks toolset has ben crippled to nothing due to the unremovable nature of debuffs. That should be fixed and not only for us. I mean rods should remove those too(i bet you already forgot the last time you used those :P ).

    EDIT:
    There is NT AOE blind, give us AOE blind removal like crats who have AOE root/snare removal. Can be handy sometimes besides it's logical cause we have blind removal perks.

    2l2r version:
    1. Malpractice damange boosted(Should hit like malp 4, maybe more, but w/o any stacking). Recharge set to 0.1 but it should put the caster on cooldown for 10? 20? seconds. Init debuff proc should be removed. If FC for some reason won't be willing to remove all the offencive procs then it should become removable.
    2. Due to the AS nerf some reliable replacement should be added.
    3. Snare/stun/root resistance - left the way it is
    4. Offencive debuffs procs should be removed from all classes if not they should become removable
    5. Crat init debuffs, engi blind auras etc etc should be removed by the appropriate perks we already have. Other classes should be able to remove debuffs using already in game items(rods, free movements etc)
    6. As for #4 doc init debuff procs should be removed(or replaced by some aad/hot/++nano or some other crap like that)
    7. Depending on heals nerf and specials change docs should gain some damage reduction stackable with RRFE
    8. Offencive abililities debuffs should be added to dots(Like Wrack and Ruin)
    9. Vaccine line reworked. Add NSD resistance to it? Increase %? I don't really know. Make it maybe like a blockers aura?
    10. Gief AOE blind removal


    Mmmmm, i thinks thats it pretty much. I don't care about doc PvM damage, sorry, so no suggestions here.
    Last edited by Odinochka; Nov 8th, 2010 at 23:26:09.
    Odinochka 220/30/70 Sol Veteran of Punk
    Linadoc 220/29/70 Doc Advisor of Punk

  11. #331
    Quote Originally Posted by Odinochka View Post
    It is really sad that quite a lot of docs forgot they are 1-st of all team players, a support class. I see all the time docs rushing the opposite force and instead of supporting your faction spamming one single button(Malp) trying to kill someone. This has to be changed. We still have dots, most even forget to use already. So malpractice damage has to be boosted to something like malp 4 or even a bit more, stacking removed, recharge set to 0.1 but it should not be spammable like it is now, there should be some cooldown on it(10 sec? 20?). That way doc can support the teammate alpha and take somone down, currently it's AimedShot which will be nerfed and 1-2 casts of Malpractice, there should be some reliable AimedShot replacement. Init debuff proc on malp has to be removed at all cause, just like the dots, quite a lot of docs even don't bother using it.
    Yeah, why should they since malp is spammable and has an unremovable init debuff.... Seriously, "One button wonder".
    I agree with most of your post to some degree or another except this one. Telling people how to play, or trying to enforce a single method of play isn't very cool. Doctors are a support class sure, but it certain doesn't mean we have to be heal monkeys in pvp as well as pvm. While some doctors enjoy being a big team player and sitting back spamming heals and ubt others enjoy taking on other players directly. Changing our toolset so we depend even more on other people is, frankly, quite dumb (no offense). We currently only have malp and AS, if you choose to use AS, as a viable source of damage and both of which are being toned down (nerfed) in some way or another. While we don't know what changes the doctor doc will bring as far as new nukes, heals and possibly a type of passive healing defense we currently cannot afford to degrade our limited damage, or soloing toolset, right now.

  12. #332
    Retired Doc Professional
    i love that this thread is still going
    Invincible1 - 220/22 - Opi doc...................OneBullet - 76/5 Opi agent
    Mmba- 175/12 - Soli fix.............................Pownstar - 120/9 NM NT
    ....................Omni-RK1..........General of Hands of Fate....................

    Doctor Wishlist/Doctor Buglist

  13. #333
    Havent read the entire thread, and you have prolly already suggested it, but..

    A heal that improves with the amount of BM/MM you have to help reward docs that focus on those skills, and help cover the gaps between heals are higher levels?

    Var
    Varsbot
    Variable004

  14. #334
    Quote Originally Posted by Kazeran View Post
    I agree with most of your post to some degree or another except this one. Telling people how to play, or trying to enforce a single method of play isn't very cool. Doctors are a support class sure, but it certain doesn't mean we have to be heal monkeys in pvp as well as pvm. While some doctors enjoy being a big team player and sitting back spamming heals and ubt others enjoy taking on other players directly. Changing our toolset so we depend even more on other people is, frankly, quite dumb (no offense). We currently only have malp and AS, if you choose to use AS, as a viable source of damage and both of which are being toned down (nerfed) in some way or another. While we don't know what changes the doctor doc will bring as far as new nukes, heals and possibly a type of passive healing defense we currently cannot afford to degrade our limited damage, or soloing toolset, right now.
    You got me a bit wrong, i wasn't stating docs should be turned into some healmonkeys standing behind , not at all. Instead of it i suggested to boost malp(name it anyhow different if you want to) damage so it would hit like malp 4 or even more so doc would support some DD class timing both alphas, not trying to go solo on someone if there is an option, in addition to the nuke here comes AS into play, however since it's getting nerfed it should get some viable replacement.
    As for AS replacement it should be added for the simple fact that unlike nuke it always hits, while nuke will be resisted(we have no NR debuffs like NTs) or fumbled(Fumble message replaced by countered message) meaning if it will have a cooldown it will be pretty crap as a DD solution. Ofc assuming FC won't set 50% NR check on it but i doubt it will happen.

    So to sum up this case:
    Doc, instead of malp, should get some descent instant DD but it should have some cooldown, being half nano half weapon or something like that. This way the class will be moved to team pvp mainly.
    It will nerf docs solo pvp ability in the short timeframe fights, target will be able to avoid the fight more easily, however docs will start using dots again instead of spamming the nuke so the target won't go far :P That will allow the doc to focus on debuffing and healing while nuke is in CD and dots are running.
    Duels will last ofc longer but i doubt the outcome will change.
    Last edited by Odinochka; Nov 9th, 2010 at 08:37:59.
    Odinochka 220/30/70 Sol Veteran of Punk
    Linadoc 220/29/70 Doc Advisor of Punk

  15. #335
    I have read most of the thread, but not the last few pages... Most of the ideas seem great..

    Some more ideas: An AoE healing nano (This is sort of like the Battlegroup Heal perk)
    More doctor stun resist (Yay!)
    An AoR type of healing perk (for more passive defence)
    And more high level nanos ( slow line and nukes mostly)

    Not sure if any of this has already been mentioned or if FC is planning on adding some of it in the rebalance, but I thought I'd add my thoughts in. :-D

  16. #336
    give AOE ubt !!
    more stun resist and blind resist
    also add NR to ado brain from quest
    we all want more nukes other then malpractice and boost some dmg


    no need for aoe heal since we got team heal and battlegroup
    hey !!

  17. #337
    Am I the only one that thinks stuns are fine? The freak strength ones I dislike in function as they are unremoveable now, but regular stuns?

    I'd rather see passive defenses instead of stun resists. Both because stuns are the only way for some profs to kill us and resists to toolsets are really bad (ubt resist items, root immunities, ...) and because they can be dealt with and aren't all that easy to use if you can train your stim reactions. It requires skills (timings) on your opponents part and skills (reactions) on your part.
    Well, not that I want to argue. It's your list of concerns and if stun resist is on it that's all cool. I'm just surprised.


    Aoe ubt I am still highly against though. It's a needless dumbing down tool in pvm that negates one of our only weaknesses and would force FC to give even more mobs UBT resistance to keep some challenge in pvm. And for pvp chances are that doctors would be the ones to actually suffer the most from it, as well as bringing even more hate (aggro) towards the doc... There are a lot of debuffs going around in pvp already. Let's not add aoe debuffs to it.
    Deadly Whisper - RK1
    too many alts for to little space

  18. #338
    I think stuns are fine as well, aside from FS and the stun procs shades use. I would much rather receive a forum a passive defense in place of root/snare/stun resist.

    I like the AoE UBT, but not in the way most people want it. It would be a great chance to add effects to ubt to help us during pvm such as a 5m aoe detaunt for when there are adds around and our heals get agg.

  19. #339
    If you want AoE init debuffs then make the breakable ones AoE. Damage/reflect shields would break them but they would have some potential use with adds.... maybe.

  20. #340
    Quote Originally Posted by Lletah View Post
    Would love something like Dissapear too if thats not too OP for doc.
    You've got to be kidding...
    The Fine Arts:
    Mime | Surgery | Zen
    The Traitor


    Xirayne: I couldn't care less about who is clueless or what the exact definition "real" pvp is in ao, I want "fun" pvp!

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