Combat Medic Archive
Thread: Some thoughts from an OG CM
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Gnuut
Sun Apr 04, 2004 9:54 am
#1
Last night I was a part of a raging battle in Theed with the RIG PA on Kauri. RIG is heavily into RP and goes so far as to even wear ST armor on a regular basis rather than composite. 20 minutes into the fight the lead CM for RIG and myself decided not to use poison or disease. What ensued was a fight that lasted about 3 hours straight, amid TEFs but was fun for everyone. We still had some Imp CMs that broke our treaty but we kept our cool and single targetted them for destruction. The RIG PA summarily dropped those who broke the treaty from their groups to disallow the use of a Covert TEF. My hats off to them for helping make PVP fun for everyone.
I have been a Master CM since about 6-7 weeks after release. I am quite possiblythe most notorious and hated CM on Kauri so I speak from experience. There are issues with the CM profession. However this is not the fault of CMs since we are only using what the DEVs have given us. They intended us to do damage and that's what we do. However we are supposed to damage other players not the GCW. The changes I propose are what I feel would balance out our profession. They would keep us in a support role yet it would still be an important one. It would also ensure CMs use ALL the schematics in their crafting tree.
The problem with Disease.
The problem with disease is that it causes wounds which can be amplified with BF. The main issue with that is there is a hard cap on the wounds a player can recieve. +1 to their base stat is the max. So a player with 400/400/1000 in HAM would at maximum recieve -399/-399/-999 to wounds and the disease would never touch their buffs. This is why CMs don't usually bother to disease secondary stats, because they are so high a player won't feel it.
The fix for Disease
Keep the wound cap the same but remove Primary Stat Diseases. Add random state effects to prolonged exposure to disease.
The problem with Poison
Poison kills quickly and ends battles fast. It inherently ends PVP since the Doctor cures can't keep up with multiple CMs tossing.
The fix for Poison
Make Primary Stat poisons unusable vs players. Increase the damage on Primary Stat Poisons by 4x. This will make them more powerful for PVE use but not PVP use.
Introduce Secondary Stat Poisons. These should be the only poisons usable on a player. A poison should weaken a player making it harder for him to accomplish a task.
Imagine poisoning a players Stamina and Quickness. His cost for specials would be increased and the lack of a fast regen would make him work harder to perform. Yet his enemy would still have to work to bring down his Action pool.
This makes a CM useful for weakening an enemy without killing him outright. Essentially this makes a CM the perfect counter for highly buffed players.
Incap
Remove the incap bug when using poison and disease on the same stat. This will keep CMs from killing a whole raid outright.
Range
Reduce the range on poisons to 64m max but remove the 4 second immobility. Even 48m would be acceptable if they would remove the 4 sec immobility.
LOS
Fix LOS issues that allow CMs to bounce an AE through walls. Keep the ability to bounce an AE off an incapped player but not a corpse.
Resistances
Give innoculation enhances to CMs. This will give us a marketable skill and give players a chance to resist our damage. It would bring back a reason to bother experimenting with potency.
Cures
Cures currently require ridiculously common resources to make them compared to the poison they are made to counter. Cures should require a CM crafted component to create some inter-dependancy between a CM and a Doc. AE cures might be a possibilty as well but I think with the changes I have currently suggested they may not be necessarry.
Drag range
CMs should have a higher drag range than Doctors. Increase ours to about 40m.
Benefits CMs should have
CMs should get some defenses since we spend more time on the field of battle. Some ranged defense would be nice. Inherent resistances to poison and disease would make sense since we do work with the stuff on a daily basis. It stands to reason we would build up some resistance to it.
I love the CM profession and I don't want to see it nerfed to hell. Please respond constructively.
Message Edited by Gnuut on 04-04-2004 09:59 AM
NeoEcks
Sun Apr 04, 2004 11:41 am
#2
i fully agree with your suggestions. the only thing i think that has been left out is a rebreather or gasmask type device for players. again it would replace a helm so the player would have to make a choise - protect myself against poison and disease OR protect myself against head / mind attacks.
again, well thought out and presented.
Munga_Meds
Sun Apr 04, 2004 5:48 pm
#3
I'll go with that... let's see if the DEVS can effectively implement it.....
Well thought out, and from someone who actively plays the profession... not some whiner trolling our boards.
vortexala
Sun Apr 04, 2004 7:10 pm
#4
Gnuut wrote:
The problem with Disease.
The problem with disease is that it causes wounds which can be amplified with BF. The main issue with that is there is a hard cap on the wounds a player can recieve. +1 to their base stat is the max. So a player with 400/400/1000 in HAM would at maximum recieve -399/-399/-999 to wounds and the disease would never touch their buffs. This is why CMs don't usually bother to disease secondary stats, because they are so high a player won't feel it.
The fix for Disease
Keep the wound cap the same but remove Primary Stat Diseases. Add random state effects to prolonged exposure to disease.
Added this idea to the 'fix' issue for Usefulness of Disease on the Issues List
The problem with Poison
Poison kills quickly and ends battles fast. It inherently ends PVP since the Doctor cures can't keep up with multiple CMs tossing.
The fix for Poison
Make Primary Stat poisons unusable vs players. Increase the damage on Primary Stat Poisons by 4x. This will make them more powerful for PVE use but not PVP use.
Introduce Secondary Stat Poisons. These should be the only poisons usable on a player. A poison should weaken a player making it harder for him to accomplish a task.
Imagine poisoning a players Stamina and Quickness. His cost for specials would be increased and the lack of a fast regen would make him work harder to perform. Yet his enemy would still have to work to bring down his Action pool.
This makes a CM useful for weakening an enemy without killing him outright. Essentially this makes a CM the perfect counter for highly buffed players.
Not sure if they could code a poison DoT for Secondaries, but not a bad idea.
Incap
Remove the incap bug when using poison and disease on the same stat. This will keep CMs from killing a whole raid outright.
Still waiting on clarification from Devs regarding this.
Range
Reduce the range on poisons to 64m max but remove the 4 second immobility. Even 48m would be acceptable if they would remove the 4 sec immobility.
Put it on the issues list as such
LOS
Fix LOS issues that allow CMs to bounce an AE through walls. Keep the ability to bounce an AE off an incapped player but not a corpse.
Personally I'd rather not have incapped players be targetable, but I agree that LoS issues should be addressed.
Resistances
Give innoculation enhances to CMs. This will give us a marketable skill and give players a chance to resist our damage. It would bring back a reason to bother experimenting with potency.
The more I think about it, the more I don't think the innoculation idea will provide much in the way of monetary recompense as it is something that would only be useful for PvP encounters. However, in order to give more reasons to experiment with potency, we could go the route of creating resistant components for crafted items from other professions.
Cures
Cures currently require ridiculously common resources to make them compared to the poison they are made to counter. Cures should require a CM crafted component to create some inter-dependancy between a CM and a Doc. AE cures might be a possibilty as well but I think with the changes I have currently suggested they may not be necessarry.
If things remain as they currently are, then AE cures need to be implemented.
Drag range
CMs should have a higher drag range than Doctors. Increase ours to about 40m.
I knew there was an issue I forgot to list!
Benefits CMs should have
CMs should get some defenses since we spend more time on the field of battle. Some ranged defense would be nice. Inherent resistances to poison and disease would make sense since we do work with the stuff on a daily basis. It stands to reason we would build up some resistance to it.
Already added to the Issues List
I love the CM profession and I don't want to see it nerfed to hell. Please respond constructively.
Message Edited by Gnuut on 04-04-2004 09:59 AM
CPTMidnite
Sun Apr 04, 2004 8:56 pm
#5
dont see why they cant make substat poisons, they already have substat diseases
RhenGordon
Mon Apr 05, 2004 1:55 am
#7
Creating substat poisons would also require making a substat heal. Consider for a moment how hard it is to get 64 meter caps on poisons and you will now get your answer as to why this will never work.
Frankly I like the idea of state effects and would be willing to give up poisons IF and ONLY IF, the state effects actually did something. For instance, I want stun to make a person stop attacking and spin in circles much like EQ does it, I want blind to make the player's screen black and unable to see anything to fight, I want dizzy to make you spin in circles and distort the player's viewscreen for the period of time it is in effect, and I want intimidate to make the player run from combat much like fear does in EQ.
I also would like to see a slow, some debuff abilities and so on. Once these things are brough online, then I would be more than happy to give up poisons. Of course, this has about as much chance happening as I have winning the lottery on Wednesday night.
Ufgood
Mon Apr 05, 2004 2:54 am
#8
RhenGordon wrote:Creating substat poisons would also require making a substat heal. Consider for a moment how hard it is to get 64 meter caps on poisons and you will now get your answer as to why this will never work.Frankly I like the idea of state effects and would be willing to give up poisons IF and ONLY IF, the state effects actually did something. For instance, I want stun to make a person stop attacking and spin in circles much like EQ does it, I want blind to make the player's screen black and unable to see anything to fight, I want dizzy to make you spin in circles and distort the player's viewscreen for the period of time it is in effect, and I want intimidate to make the player run from combat much like fear does in EQ.
I also would like to see a slow, some debuff abilities and so on. Once these things are brough online, then I would be more than happy to give up poisons. Of course, this has about as much chance happening as I have winning the lottery on Wednesday night.
No, that would simply be annoying and pointless for everyone involved, no i dont want to turn someones screen black, no i dont want to spin them in circles.
I think you completely underestimate status effects as they are implemented now.
LuciustheWise
Mon Apr 05, 2004 5:07 pm
#10
"Nerf them to hell or get rid of CMs"
Now that productive.... Go back to wherever it is you came from and let CMs figure out a reasonable answer. Guy spends some time and effort on a decent answer and you provide this...
Barca
Tue Apr 06, 2004 5:12 pm
#11
hahaha, I hope the guys on kauri get a load of this. Btw grau'din, what would you do if you couldnt toss uber 770-1000 tick primary poisons on people all the time? what if you couldnt throw from the water? what if you couldnt use your 96 meter poisons anymore? what would you do?
Gnuut
Tue Apr 06, 2004 5:28 pm
#12
Barca wrote:
hahaha, I hope the guys on kauri get a load of this. Btw grau'din, what would you do if you couldnt toss uber 770-1000 tick primary poisons on people all the time? what if you couldnt throw from the water? what if you couldnt use your 96 meter poisons anymore? what would you do?
This thread is for constructive discussion not flames or trolling. Please respond in a mature manner and comment on relevant issues.
Morganite
Tue Apr 06, 2004 8:55 pm
#13
Gnuut wrote:
Last night I was a part of a raging battle in Theed with the RIG PA on Kauri. RIG is heavily into RP and goes so far as to even wear ST armor on a regular basis rather than composite. 20 minutes into the fight the lead CM for RIG and myself decided not to use poison or disease. What ensued was a fight that lasted about 3 hours straight, amid TEFs but was fun for everyone. We still had some Imp CMs that broke our treaty but we kept our cool and single targetted them for destruction. The RIG PA summarily dropped those who broke the treaty from their groups to disallow the use of a Covert TEF. My hats off to them for helping make PVP fun for everyone.
I have been a Master CM since about 6-7 weeks after release. I am quite possiblythe most notorious and hated CM on Kauri so I speak from experience. There are issues with the CM profession. However this is not the fault of CMs since we are only using what the DEVs have given us. They intended us to do damage and that's what we do. However we are supposed to damage other players not the GCW. The changes I propose are what I feel would balance out our profession. They would keep us in a support role yet it would still be an important one. It would also ensure CMs use ALL the schematics in their crafting tree.
The problem with Disease.
The problem with disease is that it causes wounds which can be amplified with BF. The main issue with that is there is a hard cap on the wounds a player can recieve. +1 to their base stat is the max. So a player with 400/400/1000 in HAM would at maximum recieve -399/-399/-999 to wounds and the disease would never touch their buffs. This is why CMs don't usually bother to disease secondary stats, because they are so high a player won't feel it.
The fix for Disease
Keep the wound cap the same but remove Primary Stat Diseases. Add random state effects to prolonged exposure to disease. Horrible idea, this takes the onus off dev's for making a horrible combat system, where rifleman and CM's are really the only damage dealer's. This would have everyone be a rifleman in pvp, cant target a unhealable stat, you are inherently useless..
The problem with Poison
Poison kills quickly and ends battles fast. It inherently ends PVP since the Doctor cures can't keep up with multiple CMs tossing.
The fix for Poison
Make Primary Stat poisons unusable vs players. Increase the damage on Primary Stat Poisons by 4x. This will make them more powerful for PVE use but not PVP use.
Introduce Secondary Stat Poisons. These should be the only poisons usable on a player. A poison should weaken a player making it harder for him to accomplish a task.
Imagine poisoning a players Stamina and Quickness. His cost for specials would be increased and the lack of a fast regen would make him work harder to perform. Yet his enemy would still have to work to bring down his Action pool.
This makes a CM useful for weakening an enemy without killing him outright. Essentially this makes a CM the perfect counter for highly buffed players. More horrible ideas, especially when combined with innoculations We will ignore the fact the current dev team is incapable of fixing something as simple as our range, you give them the credit that they would be capable of working substat poisons that would work correctly? I have some wonderful ocean-front land in nebraska for you to buy cheap if you believe this dev team could get that to work..
Incap
Remove the incap bug when using poison and disease on the same stat. This will keep CMs from killing a whole raid outright. That would make us the only combat class (be it support or otherwise) that is completely incapable of dealing any main stat damage to anyone. Even a SL can use volley fire to hurt targets, sure, it isnt with his own weapon, but he is directing it, making it his damage.
Range
Reduce the range on poisons to 64m max but remove the 4 second immobility. Even 48m would be acceptable if they would remove the 4 sec immobility. 64 meters, no stupid animation that appears AFTER the throw is agreeable.
LOS
Fix LOS issues that allow CMs to bounce an AE through walls. Keep the ability to bounce an AE off an incapped player but not a corpse. This has always bothered me using a wall to avoid a cloud of death isnt very smart, nor should it be effective, not standing and holding hands would seem to be a better method. I could agree to limit our AoE to 20 meters, that would be a more intelligent means of limiting our AoE, while still placing the responsability purely on the poisonies (did i coin a word there? yay!) to determine how many people get hit.
Resistances
Give innoculation enhances to CMs. This will give us a marketable skill and give players a chance to resist our damage. It would bring back a reason to bother experimenting with potency. As long as they cap the inoc resists at 40%, that is a wonderful idea.
Cures
Cures currently require ridiculously common resources to make them compared to the poison they are made to counter. Cures should require a CM crafted component to create some inter-dependancy between a CM and a Doc. AE cures might be a possibilty as well but I think with the changes I have currently suggested they may not be necessarry. Not just the moronically common resources, but the fact a cure B pack can cure a C single pack. I have always said instead of worrying about trivial aspects, just let CM's have an optional slot in their Area C stims where we could add a cure poison/disease pack from a doc. We cause the issue, let us counter it as well, that seems more in line with a Combat Medics skills anyway.
Drag range
CMs should have a higher drag range than Doctors. Increase ours to about 40m. I would have no beef with 64 meters, the same range a rifleman can DB from...
Benefits CMs should have
CMs should get some defenses since we spend more time on the field of battle. Some ranged defense would be nice. Inherent resistances to poison and disease would make sense since we do work with the stuff on a daily basis. It stands to reason we would build up some resistance to it. Agreed 200%, CM isnt a dabbler's profession, so it isnt like people would pick up some CM just for the defenses. Give us super-high defenses vs. state effects, which would make a lot of sense, and medium ranged and melee defenses..
I love the CM profession and I don't want to see it nerfed to hell. Please respond constructively.
Message Edited by Gnuut on 04-04-2004 09:59 AM
The biggest problem with our class, is our ability to hit unhealable pools, people never really know when they resist other then looking for the icon by their name, and the fact we never miss. Let us target a spot, instead of a person with our AoE stuff, anyone in the AoE then would be affected, but it wouldnt be a guaranteed hit. Give us a gun with some accuracy mods to inflict single target poisons/diseases. doing 2 simple moves such as this, most people wouldnt complain if we got a 2x damage increase, as we wouldn't be a guaranteed hit every time. As for the theed "fun". Instead of refraining from using your meds, you should have restricted to only health and action med's. Then you wouldnt have been the DB to large sclae PvP, but only a means of shortening the fight, the more organize team would still have won. I would have no beef with removing AoE mind disease, keep the single target stuff, and all AoE poisons. Let mind be healable, it isnt like a novice marksman cant go solo piket's with a buff and some decent hand-me-down armor already, so the excuse that "people could kill anything in the game without risk" is a hollow comment on the Dev's part.
Of course, we are talking about the do nothing, know nothing about their game dev's we are stuck with now, so the chances of any positive change for our profession that limits our raid killing abilities, while keeping us usefull has about the same chance of happening as Canada becoming a warm winter vacation spot...
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