Author Topic: Improving the doctor feat.  (Read 1441 times)

nosaM

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Improving the doctor feat.
« on: May 08, 2020, 09:13:41 pm »
Generally doctor is kinda a weak feat, when compared to fast metabolism, it should be buffed. But it should fill the specific niche as to not render fast metabolism useless, so here are my ideas for improving the feat.

1 Allow the player to heal and give allies beneficial drugs during combat.
2 Give to player the ability to clear certain status effects during combat such as broken ribs, and being crippled.
« Last Edit: May 08, 2020, 10:35:44 pm by squirrelsforimprovisedbeating »

TheAverageGortsby

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Re: Improving the doctor feat.
« Reply #1 on: May 08, 2020, 09:39:39 pm »
The thing is, Doctor has basically no requirements - just 15 skill points.  No build is going to be unable to shake 15 skill points loose.  Fast Metabolism at least has an actual stat requirement that carries an opportunity cost.  Doctor should be weaker than Fast Metabolism. 

And you want Doctor to clear Hyperallergenic?  It's a little too much.  If Death Stalkers are giving you trouble, a little preparation will go a long way.

nosaM

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Re: Improving the doctor feat.
« Reply #2 on: May 08, 2020, 10:32:58 pm »
The thing is, Doctor has basically no requirements - just 15 skill points.  No build is going to be unable to shake 15 skill points loose.  Fast Metabolism at least has an actual stat requirement that carries an opportunity cost.  Doctor should be weaker than Fast Metabolism. 

And you want Doctor to clear Hyperallergenic?  It's a little too much.  If Death Stalkers are giving you trouble, a little preparation will go a long way.

Yes I do agree having the abilty to clear being hyperallergenic is a bit much now that i think about it, and it's more of a poison, and not a infected wound so it wouldn't make sense anyway.

And yes fast metabolism should be stronger than doctor, but doctor should fill the role of being a doctor better.

TheAverageGortsby

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Re: Improving the doctor feat.
« Reply #3 on: May 08, 2020, 10:52:32 pm »
doctor should fill the role of being a doctor better.
Well, you can bandage any wound.  That can be pretty helpful in the fights where you have NPC support.  For example, Broderick on Silent Isle can be pretty helpful if you go at a fairly low level.  However, he can also get chewed up pretty hard, and if you can't reverse-pickpocket some hypos onto him, he may just die off.  But if you can bandage him back into regen range? Well, he'll stay alive and get you off the island.  Similarly, you can bandage up the NPCs who help you in Expedition, or if you took the CoreTech route, the NPCs in the warehouse, between waves.

If I'm remembering correctly, Doctor used to have a unique outcome that it would allow in a (minor, to be fair) NPC interaction.  Knowing that you could only get that outcome with that one feat made it feel somewhat special.  However, for the last couple years it seems you can get that outcome even without the feat.

nosaM

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Re: Improving the doctor feat.
« Reply #4 on: May 09, 2020, 12:22:47 am »
doctor should fill the role of being a doctor better.
Well, you can bandage any wound.  That can be pretty helpful in the fights where you have NPC support.  For example, Broderick on Silent Isle can be pretty helpful if you go at a fairly low level.  However, he can also get chewed up pretty hard, and if you can't reverse-pickpocket some hypos onto him, he may just die off.

Faceless doctors can heal, and buff their allies in combat without the need to reverse pickpocket. Imagine being able to give one of your expedition buddy's antidotes and aegis during combat just like the faceless. It's not like you need faceless tech just to inject a health hypo.