Combat Medic Archive

Thread: Needed Nerf (poison strength)

warrecker
Mon Apr 05, 2004 8:28 am
#1

ok, I know all you CM's out there will flame me for this, but it needs to be done. Last night i decided to try out my skills as master fencer. I was fully buffed to about 2900, with 2 brandies going and 2 canape(sp) for regens. I was brought down within 10 seconds by a cm/rifleman due to the fact that i was mind poisoned for 1100+ per tick. And no, it wasn't master head shot that got me.. I was able to dodge most attacks from that. In my opinion, any move that can inflict that kind of damage to a non-healable pool is grossly overpowered, plain and simple.. no defences or amount of skill mods could prevent this. Now i've always been against nerfs, seeing them as mostly un-needed.. from being a BH since August, i know all about nerfs.... I just think its completely pointless to pvp against a person who can toss a poison, damage a person with 1100+ damage ever few secs, andjust sit there til the mind of the target is at 1 and then use a default attack to incap them. Something needs to be done. Someoneplease try andconvince me that a poison/damage of that magnitude is somehow fair/balanced.



Violator
Grand Wizard of DwV
Professional Loot Whore
vortexala
Mon Apr 05, 2004 8:58 am
#2

An 1100 point tick is ONLY possible by using a loot component which most CMs agree is overpowered. It is NOT common.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
warrecker
Mon Apr 05, 2004 9:27 am
#3

Although its not common enough for every CM to make these (thank god) they are common enough for the main pvpers to have them. I've experienced 1 first-hand (obviously), but I hang out in coronet star port (valcyn)enough to hear gossip about things and watch the pvp there. As far as from what I've heard/seen and been told, i know of at least 10-15 CM's that have poisons of this calibur, many more probably have them as well.Granted this isn't a huge number of people, but it only takes 1 to wipe out groups.



Violator
Grand Wizard of DwV
Professional Loot Whore
Tymothi
Mon Apr 05, 2004 9:49 am
#4

I doubt one poison was responsible for this. Whoever poisoned you probably stacked many poisons together, it is common for just about all CMs to do so.




Tymothi Atreides
TKM
Swordsman 4044
Doc 4004

Hotrodg
Mon Apr 05, 2004 10:16 am
#5

Sorry I disagree with you. The poison strength does not need a nerf. The problem is that there exists no method for reducing the damage like other types.


Think of any other elite combat class. Go up against them with no armor and see how long your HAM lasts. Right about the same amount of time it takes you to die from these "overpowered" poisons. (You might die even faster)


The poisons made from loot are indeed strong. But are they stronger than Krayt/Acklay weapons? Only because there exists no protection. Reducing the strength of poisons fixes nothing. The root cause of the problem would still exist and CM would just be another "nerf casualty"





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vortexala
Mon Apr 05, 2004 10:27 am
#6



warrecker wrote:
Although its not common enough for every CM to make these (thank god) they are common enough for the main pvpers to have them. I've experienced 1 first-hand (obviously), but I hang out in coronet star port (valcyn)enough to hear gossip about things and watch the pvp there. As far as from what I've heard/seen and been told, i know of at least 10-15 CM's that have poisons of this calibur, many more probably have them as well.Granted this isn't a huge number of people, but it only takes 1 to wipe out groups.





Ok, let's look at this example.

Lets say a new loot is introduced which gives TKM a Stun Damage VK they could use, but it's a high-end drop from a high-end dungeon and only a handful of people were able to obtain these VKs before they were nerfed.

Simply because these VKs exist, does that mean that every single TK on every server should have their damage output decreased because of an overpowered loot that is NOT commonplace?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
JediQuic
Mon Apr 05, 2004 1:44 pm
#7

The Amount of Poisonous Subtance that you Take into your body Certainly DOES matter in real life. Examples: A Grown man willcan Probably take a Snake bite from a Moderatly posionous snake and only get a little sick, Now if 10 Snakes bite him It is VERY likly he is gonna die. A Soldier inhales a Very small amount of musterd gas, He will probably live. Same soldier Later finds himself in a Huge cloud of it and he is certainly dead



No i know this is a Video game, But Even in this game the same Principals apply in a Slightly restricted way. CM's Can Stack Differant types(Hams or a/b/c Class and Area/Single)of poisons on players, So what alot of us comonly do is Throw out the Big Area mind poison that Every one loves and then after that hits(and if were still standing) Start tossing out Lesser AoE poisons or Stronger Single poisons at Key targets ....This occasionly gives the illusion that we are poisoning people for 1000+ damage a tick with one poison if they wer'nt paying attention after the Initial hit

CMMaster
Mon Apr 05, 2004 7:09 pm
#8

Yes most people dont realize....


In ten seconds that would only be one tick which equal 1100 which is crazy but lets use your numbers


That still leaves the 1800 mind that the rifle skills took away. =) Everyone is calling nerf on CM for crazy mind damage but dont notice that almost 75% of the dmg usually comes from the rifleman spamming headshot 3 every 1 second





Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

JediQuic
Mon Apr 05, 2004 8:37 pm
#9






CMMaster wrote:

Yes most people dont realize....


In ten seconds that would only be one tick which equal 1100 which is crazy but lets use your numbers


That still leaves the 1800 mind that the rifle skills took away. =) Everyone is calling nerf on CM for crazy mind damage but dont notice that almost 75% of the dmg usually comes from the rifleman spamming headshot 3 every 1 second








You forgot the importan part of that last statement....."With a Stun Gun that ignores most current armor"


warrecker
Mon Apr 05, 2004 9:33 pm
#10

AllI know is that when looking through the combat log,I took 1 dose of poison, and about 2-3 head shots which my 42% stun helmet semi-absorbed. I'm suggesting a hard cap on poison strength, not a total outright nerf of the profression. I say that capping the damage to 250-300 per tick would still leave a CM combat effective while eliminating the outrageous potential of current super-poisons. There are many other possible solutions to this, but as is, I think capping the damage to 250-300 would be a nice hotfix.



Violator
Grand Wizard of DwV
Professional Loot Whore
vortexala
Mon Apr 05, 2004 9:44 pm
#11






warrecker wrote:
AllI know is that when looking through the combat log,I took 1 dose of poison, and about 2-3 head shots which my 42% stun helmet semi-absorbed. I'm suggesting a hard cap on poison strength, not a total outright nerf of the profression. I say that capping the damage to 250-300 per tick would still leave a CM combat effective while eliminating the outrageous potential of current super-poisons. There are many other possible solutions to this, but as is, I think capping the damage to 250-300 would be a nice hotfix.






250 damage per tick, at 10 seconds a tick, equates to 25 pts per second. A fully buffed player can regen that ammount of damage easily.



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
warrecker
Mon Apr 05, 2004 9:56 pm
#12

........ dude. Fine, I didn;t take the time to calculate the dot like you did. 250-300 per tick was just a number I put out there, but I'm just trying to get the point across. And I'm still waiting to be convinced this is fair/balanced.





Violator
Grand Wizard of DwV
Professional Loot Whore
vortexala
Mon Apr 05, 2004 10:12 pm
#13






warrecker wrote:

........ dude. Fine, I didn;t take the time to calculate the dot like you did. 250-300 per tick was just a number I put out there, but I'm just trying to get the point across. And I'm still waiting to be convinced this is fair/balanced.









First, the calculations have been done and redone and redone on these boards for quite some time. They're out there if you really want to take a look at them.


Second, you're still waiting to be convinced that what is fair and balanced? The spider venom created poisons? Who ever said those were fair or balanced? Many CMs would rather it never have been introduced. I even asked the devs to either reduce it greatly or simply remove it before it ever hit Live.


Using all near-perfect resources, a CM can craft a poison that will tick at the most for 800. That's without any loot components. THAT is the theoretical high-end of our damage range. I have yet to see it happen due to the fact that our resource requirements, when they happen to spawn(which in some cases is so rare that some servers have had a resource spawn TWICE since the game went live), usually have low stats. The average-to-high end of currently crafted poisons seem to tick around the 600 range.


600 damage per tick every 10 seconds equates to 60pts per second. That is below-to-par for other combat professions.


But is it really the damage that you have a problem with? Or is it simply that the HAM pool targeted was your mind? A pool which is currently not as easily healable as the other two.


Had you been hit with a Health poison for the same ammount, would you still feel the need to have this proposed 'hard-cap' placed on Combat Medics Poisons?


The answer to that, in most cases, is no. If you could simply 'stim' away the effects of a poison using novice medic and a Doctor Crafted B-Stim, you would see no issue whatsoever with our damage output. But since the CM targeted your Mind Pool, which you can not self heal without resorting to blue-milk or some other Chef Item and your stomach was already full of other food buffs, it suddenly becomes an issue.


An issue you see as belonging to Combat Medics.


An issue you feel needs to be 'fixed' by simply nerfing the profession without really thinking it through.


The HAM Revamp portion of the overall Combat Revamp will allow reintroduction of Mind Healing into the game. That will solve this, and many other players, issues with Combat Medics. Until then, we're stuck as-is.


Petition to have the spider venom removed for the time being. Ask to have the filling reduced on mind-related food items as a trade-off until the Combat Revamp is concluded. Seek the enhancement of the current Chef created Poison/Disease resistance foods. Try any number of other ideas that can be done without attempting to nerf a profession due to an imbalance in the game mechanics.


Nerfing Combat Medics doesn't solve the problem...it simply means the nerf herd will migrate more fully to the Rifleman forum and the TK forum. But the issues will still be there...




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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