Combat Medic Archive
Thread: Spider Venom and the Real Combat Medics
Ladago wrote:
only thing I can think of , is they are jacking the amount of dmg our stuff does, because they are going to put itthru the same 75% reduction in pvpas weapons, I dont want to think they just threw it in without thinking of what could happen.... Please devs tell me you have a plan! lol
The sheer problem of course hitting us up with a 75% reduction literally causing us to get the spider venom, almost entirely changes the combat medic idea from crafting to looting.
vortexala wrote:The spider venom really, really, really should've been thought out more before being implemented. With it's reduction it has indeed become the equivalent of janta blood for CMs.But the fact it was implemented at all, in it's original form, says a lot in and of itself. I'll let everyone decide on their own exactly what that means...
If the venom had a similar effect on poisons/diseases as janta blood has on meds I would agree, however, it doesn't.
I like janta blood, it has its purposes, but standard blood is nothing exciting. Let's look at buff packs...
With Adv BEC's (21c/14p), I can make a 910 power pack with 33 charges
With the base janta (10c/100p)(?), it would translate to roughly 1k power and 21-22 charges
With the new buff system, the difference in max buffs (110 med rating, +25 BE clothing, +25 bivoli), is 250 points (2502 vs 2750). Considering the loss of charges, the reward isn't that great.
The same cannot be said for the venom. I'm not sure what the basic venom is now, around 90 I would guess. Among CM's, their craftable adv IA's are in the 55 range. On disease C packs (around 100 power), venom provides almost a 50% increase in power. That in itself is a problem. But what I think is a bigger problem is that using these basic venoms on disease A packs will exceed the power on adv crafted C packs. Loot should not allow a novice pack to exceed a master level pack.
Aside from removing the venom from the game entirely, I think the only way to lessen the impact of venom is to rework how CM components are crafted. Too much of the power is taken from in IA slot. More should be taken from the resources of the final combine. The only way I see for this to make any sense is to increase the effectiveness of the resources by a factor of 3-4 making diseases/poisons 3-4x as powerful as they are now. And then subject medical DOT's to the 75% pvp reduction like other attacks.
This will make CM viable in PVE, maintain our effectiveness in PVP, and restore integrity to purely crafted CM products.
The Geo cave was a great opportunity to add different aspects to the CM profession. New schematics like single/area state effects, single/area defense reduction, etc. These would add to our support abilities and effectively lessen the outcry on our damage output (we can't be throwing poisons/diseases when we are throwing state effect packs). I think they would also demand a certain amount of skill.
-Tae
as I have said in other threads...I think this is kinda moot....
even with the 90 powered drops...the spiders are only spawning once every 2 hours and a lot of times they don't even drop anything...I have yet to loot from a spider and I have killed 3. Also....since the spider venom nerf, I have never heard of one looted over 147 power......so I honestly think this will be evened out.
The fact is CM is the Flavor of the Month along with Rifleman....when defense stacking is nerfed all the temploiters will find another profession and when the los and 90m dank throwing fixes are in for us...all the bandwagon CMs will leave.
Basic spider venom is now at 90. I looted some 200 str venoms the other day too, which I think is one of the best you can now loot. However, 200 str venoms is ridiculous. The basic spider venom is already almost a 100% increase from a CM crafted IA. 200 str venoms is a 300% increase from normal IAs, meaning CMs will still be able to make at least a 300 potency disease.
TaeRocko wrote:
The same cannot be said for the venom. I'm not sure what the basic venom is now, around 90 I would guess. Among CM's, their craftable adv IA's are in the 55 range. On disease C packs (around 100 power), venom provides almost a 50% increase in power. That in itself is a problem.
vortexala wrote:
The spider venom really, really, really should've been thought out more before being implemented. With it's reduction it has indeed become the equivalent of janta blood for CMs.
But the fact it was implemented at all, in it's original form, says a lot in and of itself. I'll let everyone decide on their own exactly what that means...
One would hope this means they are very soon implimenting more intelligent means of mind healing, and also putting in the area cures for the ability to dampen the effect. It also say's they think our damage is in line with where they want it, and it should get the occasional perk like other professions do via tissues or vibromotor's and such. This also means they think we are a combat class, because these venom's are only meant to be used in our offensive abilities that are inherent in our class, not our defensive/healing ones. This should hopefully stop the questions as to whether or not we are a combat class, and if we should get a reduction in our damage.
Of course, people wont understand this, even though I clearly laid it out above, and still come asking the same questions and havethe same complaints as always. The problem with our class isnt anything other then 1 simple thing, we can concentrate attacks on the mind pool, which is the most difficult to heal damage, and wounds from. Nobody ever comes and complains about that area health or action poison, do they? Of course not, it's the mind poison for 900 a tick, and the mind disease for 500 a tick. That add's up battle fatigue fast, and large amounts of BF make's one post a complaint about AFK entertainers in these fine forums.
When are people going to wise up? Stop calling for nerf's, call for improvements. They nerfed professions, they nerfed creatures, they are nerfing crafting. Actually, they are running out of things to nerf, so I guess soon we have to get improvements, since they will have nerfed everything down to it's simplistic form. We have ourselves to blame, posting threads like these, screaming for nerf's, demanding the nerf's as a paying customer. Everyone get's their wish.