<@MrLexx> FA and doctor has been reworked
<@MrLexx> because of too much xp farmers
I understand this and i agree on this, i really do, but these changes are IMHO NOT good.
In many threads i b***ed about how easy the FA/CD can be exploited to farm XP and to gain advantage in TB.
So....
Again i'll write down my opinions! \o/
First, the issues:
1. Anyone can use FA, 2 friends can hit each other, then heal each other up to gain free XP.
2. In TB, its easyer to run away, BUT stop before running out of AP, so the turn doesnt skip, FA CD timer ticking, in 1 or 2 turns the CD is down to 0, and FA is usable again. More XP, and very good survivability if you have enough AP to run away from critters, but more importantly, its an exploit of RT mechanics.
(Any CD system in TB can be exploited this way)
Now, the changes, some of them not listed in the changelog:
1. After applying FA, you get a weakend debuff, with a bigger CD then dying. <-BAD
This change should stop the XP farmers right? Well it doesnt. Surely it slows them down, just like the crafting CD system but doesnt really help.
In an RT battle, the old system wasnt the best either, because the HP/FA was high, in fact too high, as some players had low max HP, and FA with a high skill overhealed often, but the CD remained unchanged. Seeing as AP regenerates much faster then CD reaching 0 even with a high skill, guns WILL have much higher DPS then healers could heal. Not very reliable. The new system made it worse.
As a side effect, it effectively kills the doctor, as a class, but not as a profession, so now the docs have the same fate of crafters: craft, then go to sleep and leave the fighting to others. Stimpacks will be much more valuable, but is this a good thing?
please someone, explain why is it a good idea to have loner players with:
-BA(bought with moneyz)
-Million super stimpaks(bought with moneyz to ensure self preservation instead of relying on a teammate doctor)-Mercs(bought with money, but exception because of CH requirements)
-Minigun(bought with moneyz, but also an exception because of special, and skill reqirements to use it) be effective,
INSTEAD of promoting teamplay, after all, this is an MMO-type-like-of-unique-fallout-game-experience or not?
2. In TB neither is FA, nor DOC working. <-VERY BAD
I dont think this part needs explanation
Surely, FA and doc are in fact not useless even with these changes, the question is, that is it worth spending all your skill points in these skills?
Because i mainly use TB to fight critters alone(in RT, even rats can kill you easily) my answer is a no, as i can just buy stimpaks, theres no restriction on those..
But enough about ranting, that wont solve anything, what are YOUR suggestions?
Mines are:
Get rid of XP farmers by umm....removing XP gained from FA alltogether. I for one wouldnt mind, as long as i can be usefull if i cant fight because of all skillpoints spent in doc/FA. I have doc profession, i can level by crafting.. Or how about 25 XP per FA like in FO1/2?
The added weakend debuff could infact be usefull for the doc class in general. The problem is its length. Make it scale with FA, so weakend and FA cd reach 0 at the same time. This way, in a group, non-doc players need to rely on a doc player to be able to use any FA skill, they cant heal each other(only themselves) if theres no doc around.
As for the TB exploit: RT CD doesnt work in TB, instead i suggest a "turn CD". Player CD is set to X after using FA. At every combat turn X is reduced by 1, untill 0.
As for overhealing: Less is more. IMO HP gained per FA should be lowered, WITH the CD.
Current system: 120 skill: 120 hp -at most-, 8 min CD weak, 2 min FA CD. (just an example, i dont know the logic how the CD is calculated)
Scaled weakend: 120 skill: 120 hp -at most-, 2 min CD, BUT target cannout be healed unless theres a doc nearby.
My theory: 120 skill: 1HP/1 sec, let that be: 20 hp -at most-, 20 sec CD/ 30 hp -at most-, 30 sec CD/etc. The total amount healed in 2 min remains 120.
NO XP GAINED. This system is much more efficient, even in RT. Dont you dare call overpowered, because AP regeneration looks like this: 1 AP/1 sec. In 7 seconds i healed ~7 hp, and you bursted me with 50. (This ofc with 120 skill) Numbers can be tweaked to balance out things.
Discuss.