- Proposal
- Grant a new passive skills "Science Proficiency" (or other more appropriate name) +1 to master doctor, master combat medic, master medic.
+1 does nothing
+2 increases area of effect to all abilities in doc/medic/combat medic by 3m. If the ability did not have an area of effect, it has one now.(unless balancing requires some abilities be skipped)
+3 increases area of affect to all abilities in doc/medic/combat medic by an additional 7m. If the ability did not have an area of affect, it has one now. (unless balancing requires some abilities be skipped)
There's room for other increases or adjustments based on this stat, such as potency increases, but for simplicity and balancing sake I would just start with adding an AoE.
- Justification
- Those who wish to dedicate themselves to so many points into all 3 trees should have a bit more reward then now. It's also a way to balance out the damage from one character who focuses on the above as opposed to someone running mcm/mcommando, or any other combination of those classes with a combat class. They will be able to apply a bit more AoE pressure without dramatically increasing their damage. They will also be able to provide a bit more AoE healing, without increasing their damage, or their defense, making them fit the healer archetype more directly.
- Motivation
- Other then a healing potency increase, there is very little reason to run a mmedic/mcm/mdoc build as of right now. The biggest problem being if you are unable to find a group of any kind, your extremely limited on what you can do in game. Even running missions for money where they spawn 5 npcs, or some of the theme parks become extremely slow and extremely tedious because of how long it takes to take down the Easiest of npcs with dots. At the very least by allowing these dots to spread or apply as an AoE will dramatically speed up the time it takes to down these npcs and complete solo content, while still being significantly slower then a mdoc or mcm combined with literally any other combat class. Just about every combat class has an AoE ability accessible to it, except for this combination. Focusing 250 skill points into this build should reward you more then just a slight amount of healing potency, and give you some combat capability that is slightly more then abysmal in solo content.
- What is motivating this suggestion? What is the problem and why is it a problem now?
- What is your proposal? Exactly and specifically, what should be changed and how?
- What is the justification for making this specific change and how will it impact the affected parties?
This will also improve the gameplay of someone who is unable to find a group with this profession build's ability to do some kind of content whether it be mission grinds or themeparks without it taking 30x longer then literally any other combat class due to the low damage of the dots by themselves. While still being slower then any other combat class after the changes.