Combat Medic Archive
Thread: TC Changes on the 6th and the Combat Medic
Even if they decrease medical effectiveness in PVP, there are still 2 more larger stimpacks than what I normally use that I could upgrade to in order to maintain the same level of heal.
What do they mean by Mind damage has been upped?
Does that mean that a mind heal of some sort is of less importance now? Or do you think that they will not have it available at all?
Lol i still dont see the big issue with medics being able to keep people alive. Thats the job we do. No reason that any healer class in any game shouldnt be able to keep people alive. Its what we trained to do, its what we are best at doing. Makes no sense to cry nerf medics when all we are doing is our job.
You will still be able to kill people, you will just have to use more tactics and teamwork. You will have to concentrate fire on one player to kill them. Guess what..Squad Leaders and their ability to make grp focus fire on one target just got a lot more attractive. Disease is now a tactical weapon since pvp isnt 30 secs long. Rifleman are now the primary one shot killers in the game as they should be. Mind damage is still a problem but im not more concerned that BHs with their ability to eyeshot have gotten even more powerful. Also pistoleers fanshot which does damage to all 3 pools just got a major bump. Basically mind damage will again become the pool of choice. Problem is its just not 1-2 (Rifleman and 2H sword) classes that has it. Its now 3-4 classes have it...the next major pvp change will probably be to mind damage but this is much bigger than a simple damage reduction.
This fix will definately improve PvP and class balance. A lot of underpowered classes will get a bump because of this damage reduction. Now if they could effectively stop the spams of specials....
I dont think SOEs solution to the spamming is working. If u look at smugglers their panic shot was supposedly fixed to avoid spamming. The Action cost was doubled, but considering Smuggler is a self buffing class with unlimited access to spice, was this really a solution that was effective?
If raising the HAM costs is all SOE does to "stop" special spamming, the spamming isnt going to stop. unless you make specials drain mind and not H and A...
Specials already take a lot of Action but not enuff to make them unspammable.Panic shot already costs rought 150 Action. The problemis the specials would have to take like 300-400A or so but that would have the effect ofbasically making carbineers own in one hit if everyone was draining theirA doing specials. Making it drainmind would be much more effective. So, either make it drain from the mind pool or put timers on specials.
Thorazine wrote:
The unfortunate fact about knockdowns and panic shot are that they are going to be spammed untill they either cause major damage to the user (like 100 HAM cost) or they have a delay longer than the effect last. Otherwise, why risk your target getting up and attacking you? I like the mind bar damage idea though, that pool can only be replenished slowly, then there might actually be a down side to using the skills. I think PvP has a ways to go, but if/when the changes hit the other servers it is going to be a whole lot more fun.
Fixed a problem where sometimes when entering a house with an entrance fee your character would enter the 'Ghost World'
Fixed a problem where the sponsor for membership guild menu would not always work.
Fixes a problem with POI's spawning underneath the water on Naboo.
Fix for ticket prices not appearing in default color scheme on the travel terminal UI.
Fixed a problem where no one in a house but the owner could equip things in their inventory.
Fix for a problem where Smugglers can slice things on the floor of other people's houses without their permission.
Fix to make missions given by CorSec Sergeant on Corellia completable.
Fix for some missing or floating mission objectives.
Medic fix so that the enhancement timer resets upon death.
ix for ticket prices not appearing on the travel terminal when in the default color scheme.
Fix for disappearing PA halls. They should no longer disappear after begin placed.
Fix for datapad sometimes associating wrong waypoint name with the waypoint.
Fix for /find sometimes pointing you to a terminal in another city instead of to the closest terminal.
Fix for crafting tool crashing when trying to craft some items.
Increased the distance at which you can be from your target when it dies and still get xp for it.
General pass to melee, polearm, and two handed sword action costs
Reduced the amount of damage by 75% when fighting in PvP
If hit while knocked down the player will take 50% more damage
Knockdown costs have changed so that it can no longer be spammed.
Positives:
-PvP has been effectively Quadrupled in length.
-Medic classes will be able to play a more significant role in PvP.
-Wound damage(aka Disease) will have a far more significant impact on PvP.
-Poisons might have time to affect a target...relative damage will stay the same, but will have more time to work since the average victim won't go down in 2-3 seconds.
Issues:
-While damage has been reduced by 75% heal effectiveness is still 100%. There will be cries for nerf in the future concerning "invincible medics".
-Along the same lines, the importance of Mind Damage has been upped, since one-shot kills(or any kills, for that matter) from action/health will most likely be a thing of the past.
-"Heal variance" is still an issue, which includes ranged stims, poisons and diseases.
-AE effect medicines, including poisons and diseases still do not work properly.
There also have been some undocumented changes in some of the classes, I am unsure if Combat Medics have undergone any "stealth" changes as well.
would be the obvious thing to do, but the devs wont...
personally i dont think they care about fixing spamming of specials otherwise they would have put in immunity timers in beta. They are basically going through the motions on trying to fix the spamming moves...