Combat Medic Archive

Thread: Discussion Topic: Poisons

vortexala
Mon Oct 11, 2004 3:21 pm
#1


In an effort to gather some feedback that may be useful for the Sandbox, I'm going to start doing occassional 'Discussion Topic' posts.


The second topic I'd like to discuss isPoison.


As we all know,poisons currently take 10 seconds from application before it ever ticks. It can be resisted by the basic 'resist formula' as well as additional resist from thePoison Resistance Buffs available from doctors. If and when it does tick, it will cause damage to that specific HAM pool that was targeted.


That's how it is now.


The Combat Balance/Revamp/Update(still not sure what we're calling it now) may change that. So...


If you were a Dev for a day, how would you change Poisons?


Would you reduce the tick interval?

Would you change the formula for damage?

Would you completely revamp it to be something totally different?

Would you even change it at all?


Still an open discussion here, so state what you think no matter how far fetched it might seem






Recent Discussion Topic Thread: Disease





~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...
DoctorGriggs
Mon Oct 11, 2004 6:52 pm
#2

Hmm, not even sure what I would change. I see it as a catch-22. If we reduce DPS anymore CM's will get mad. If we increased it everyone else would get mad.

I do think a compromise would be nice. Less damage, but more frequent ticks. I also think it would be cool that if a player is unsuccessful in resisting that you cannot re-poison them for like 60 seconds or something.

I think if our damage output gets any lower DPS than it already is we should discuss skill point reduction

I don't know man, it is a tough call. We are one of the few professions that our whole damage output can be nullified by a buff.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

somerandomuser
Mon Oct 11, 2004 8:30 pm
#3

i'd do the same thing with poisons i did with diseases..

ticks at 1 second..

recalculate damage per tick to keep same overall damage..


so if i poison someone for 4 seconds before they're cured.. they take damage for that amount of time..




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

aeuralis
Mon Oct 11, 2004 8:32 pm
#4

I like poisons as they are but i would like the resist buffs to be weaker. I think C poisons should over power B resists more then 1 in 4 times. I think C poisions should over power C resists about 50% of the time



Boson Commando/TKM ----- Aeuralis Combat Medic/Doc
Commando's motto: Devs....you ask us not to Rant, but Flames are all we have...
Kadgarth
Mon Oct 11, 2004 8:41 pm
#5

PvE damage! hehe


Thats the only complaint about poisons, they should be like 1500 Effectiveness, with a 1/5 or so PvP reduction.


Also, fix the range please mr dev


Other than that, I think they work great atm .



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
BryianN
Mon Oct 11, 2004 10:49 pm
#6

I'd like to see the tick not start at 10 and tick every 10 seconds. I'd prefer to see it tick in the first 2 seconds and just have the same damage trickle over the time.

Would changing the poison for CMs affect the poisons on Pikes and other weapons?



BRYIAN
Novice Sig Stealer
My rare box of SWG


Regulation
Tue Oct 12, 2004 2:27 am
#7

I think that at master cm there should be a Poison/Diesease pack D


move advanced the the others..that ticks every second instead of the 10 it takes with regular poison


plust make it alot easier to get potency and effectiveness as the same *experimental value*


Just my two sents...but then again id love a tick every 1 or 2 seconds...but in that sense it takes 1 second for a doctor to heal and they can do it every second...and giving us a food so we could throw poison/diesease every second kinda makes us over powered.


wish i could be a sandbox tester =-(


There still is alot of potential for CM


I still think that the rezzing still needs to be for cm and not doc...or make a combat one like CPR or something so that we could rez people somehow


that would be a awesome skill to have at master



---= Delorian Kitre sKs (Assassin - Master Combat Medic 12pt) Co-Leader of sKs =---

---= Eses Dibra sKs ( Master Bounty Hunter- Master Carbineer) =---

---= Ken'shao Zwolf sKs (Jedi Sentinel) =---

---= Lanman E-thug sKs (Master Ranger - Master SquadLeader) =---

meninus
Tue Oct 12, 2004 3:41 am
#8

Two suggestions


1) Have specific cures for specific poisons and have some of those made only by CMs - in that way we could begin to use a more extensive range of poisons other than mind and provide a small but significant income stream for the CM.


2) Increase the effectiveness of posions vs PVE but not PVE NPC. Currently CM is not very useful on in PvE since the DOT is unbalanced against the HAM of most critters.


Brainplay
Tue Oct 12, 2004 5:09 am
#9

1) Increase the overall effectiveness for poison by 75% and then add in the 75% reduction for PvP. Currently with the new resists and incredible cures it all balances out in PvP but in PvE it's lacking. If the MIND pool is balanced out with the HEALTH and ACTION pools then poison themselves become combat support instead of a pure weapon. The large number of mcm/md/rifle3 are an example of those totally dependent on poisons when they really shouldn't be.


2) Adjust the range modifiers to balance out according to your skill level more. Currently there is a very small difference between 4/0/0/4 and MCM unlike other professions where Mastership gives large bonuses (and where we used to be). I dont mean bring back the 96m thing. I mean an MCM should be able to reach 64m with few problems but a 4/4/4/4 should be taking a decent hit to their range making it much tougher to reach that distance.


Leave the rest alone.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Khragon
Tue Oct 12, 2004 5:21 am
#10

Poisons IMO are better then our current disease setup, at least poison serves a reasonable purpose in PvP and is effective.Heres my takeother then theobvious mind unhealable issues and the AOE through walls problem


A) AOE cap. There should be a cap on number of targets you can hit with 1 AOE. 10 would be sufficient IMO or make it something that we can experiment. CM's are still one of the greatest tools in a raid situation because every poison that lands needs to be cured and our ability to hit 50+ people is ridiculous and excessive.


B) Doctor inocs and aoe's are fine IMO. We can craft poison to be more potent, while this reduces the strength(damage) per tick, we have that option same as doctors have the option to craft inocs to last longer or be stronger but not last as long. One offsets the other, if you craft poisons with all power to do high damage, expect them to get resisted more often if you didnt experiment any potency into them. We have the ability to alter this so I dont see how its an issue. Just like a good weapon can be crafted to reduce HAM costs, but more power, you must choose the right balance.


C) Cures of poison, not sure why doctors got cures for it, but IMO if CM's make em, CM's should be able to cure them same as a doc. The ability to cure poison is a field battle tactic where CM's are supposed to be the specialists over doctors, not sure why we were passed here.


D) 3 x increase in PvE damage, while this is still underpowered to most combat profs, we should not be doing commando damage anyhow but because most creatures(if not all) dont resist poison or have resistances that reduce its damage, I believe 3 x the PvP damage would be fair but not excessive.


E) Poison should not incap, lets not go there again please. Id prefer to see poison drain 1 HAM bar, then when/if it hits 0, have it drain the next HAM bar or a secondary stat(regen), then when thats at 1 drain the third leaving the target at 1 HP in all 3 HAM bars.


santachristo
Tue Oct 12, 2004 7:38 am
#11

na, i can understand why a master doc heals poisen and diseases, seems even quite logic and reallistic for me.

1) but master combat medics should at least be able to cure poisens and diseases too

2) dammage from poisens should be increased by +-200

3) anti poisen buffs should be crafted by docs, with components needed from combat medics.

4) combat medics should be those that give ppl anti poisen buffs (would solve the income and money problem too)

5) antipoisen buffs should have a reduction like 50-80% for poisen, but a much lower full resistance chance. (something like 10% would be fine)

6) the combat medics poisen are a joke compared to the poisen of some pikes or other weapons. lower the poisen of those weapons in pvp in some way. (but i have no idea how )



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jkray8472
Tue Oct 12, 2004 7:52 am
#12

Perhaps make them tick immediately--without a 10-second pause.

Then, make that initial tick relatively weak...say 10% of what it is now. Then each 10 seconds increase it's power by 20% or so. End up with a final tick strenght of 2-3 times what it is now. But this way only the uncured poisons will be really nightmarish. In PvP conflicts, if people can get to a doctor in time, it won't hurt as badly.

This will also give us more power in PvE, because in the only battles that a CM is useful (i.e. Elders, Krayts, DJK, DJMs etc), the battles rage for several minutes. In this time, the poison damage will become relatively significant, I believe.



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santachristo
Tue Oct 12, 2004 8:01 am
#13

quote: "Perhaps make them tick immediately--without a 10-second pause.

Then, make that initial tick relatively weak...say 10% of what it is now. Then each 10 seconds increase it's power by 20% or so. End up with a final tick strenght of 2-3 times what it is now. But this way only the uncured poisons will be really nightmarish. In PvP conflicts, if people can get to a doctor in time, it won't hurt as badly.

This will also give us more power in PvE, because in the only battles that a CM is useful (i.e. Elders, Krayts, DJK, DJMs etc), the battles rage for several minutes. In this time, the poison damage will become relatively significant, I believe."


really good idea. just make the ticks 5 second and the increasements 10 %



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
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