Combat Medic Archive

Thread: Doc VS CM Balance Analysis (Where did the skillpoints go?) Please Read, Correspondant

DarkJurai
Tue Aug 10, 2004 1:32 pm
#1

This has probably been said a million times before. But I'm new here, so I'm just saying what I see.

Combat Medics cost I believe 29 skillpoints more than Doctors in a template. With that said-

Doctors have 2 hour buffs for six stats. They can resurrect fallen friends. They can heal essentially any state. They have very strong healing skills on top of that, and also have the ability to area heal Poisons and Diseases (even in PvE), and innoculate against Poisons and Diseases, rendering them essentially ineffective.

Combat Medics have area heals, ranged heals, mind heals, and poisons and diseases. However, break each one of those down- Area and Ranged heals are almost rendered ineffectual due to 2500 point buffs to healing substats in Health and Action Pools. We only need the heals if our teammates are unbuffed by a doctor. Mind heals are almost impossible to effectively use due to the mind wounds they incur on us. We cant effectively heal that pool, without needing ours fixed by a doctor/Jedi. Poisons and diseases are going to be useless, when not only can a doctor innoculate against them, but even if we land them, within the 10 seconds it takes to get to the area on a battlefield and hit the area heal, it's gone.

I say it again, Combat Medics cost 29 skillpoints MORE than doctors. WHERE DID THEY GO? You are not getting the biased opinion of someone who's been a CM for a long time and is suddenly feeling the nerf bat- I literally just made Novice two days ago, and this is my first post on this forum. But I cant help but see where the balance is shifted rediculously to one side of the equation. I'm not crying, I'm stating a fact, this seriously needs to be fixed.

Maybe Combat Medics should have been given the innoculations instead? After all, we are the ones who made the poisons/diseases, who better to vaccinate? and area cures against a poison/disease? That sounds to me like a combat-related skill, why did it go to Doctors instead of COMBAT medics? And who walks into a hospital begging to be healed from a dizzy state? Nobody, that's something that happens on a battlefield. Same with fire blankets. Do people walk into hospitals on fire? No. Ressurections, sure, Doctors should have that. After all, we're only medics, not surgeons. But why are doctors getting all the combat-related skills, and pretty much negating all of ours? 29 skill points less, and they're more valuable. Someone fix this =(

-Eko
Pahdbacca
Tue Aug 10, 2004 1:50 pm
#2

NIce post. These are current issues for us and Texxie is aware of them.


I'm sure that they will be looked into after JTL...er after the CB, er after the Smuggler revamp, er, well, they might be looked at sometime in this decade.


Thanks for posting this (no sarcasm intended) There is a long list of CM issues that need to be aired out periodically. Too many issues are responded with "we'll look into it' and that's the last we hear of it for 9 months.


Master CM is not worth the skill points, especially after the range changes and the area cures/innocs (7meters difference between novice and master, LOL)


I would like to be able to be a master of a melee prof and master CM.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
TKA-MC
Tue Aug 10, 2004 1:53 pm
#3

Doc's also do not have an attack that level's players. I agree with you though.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Happymob
Tue Aug 10, 2004 1:57 pm
#4






DarkJurai wrote:

Maybe Combat Medics should have been given the innoculations instead?



Or short of that, shift some of the doctor related combat healng to CM. State heals and revives are the obvious candidates.


As a MD/MCM, I would ultimately like to see them rebalance CM skill point costs via addition to CMs rather than shifting skills. In particular, I would like to see non-damaging offensive abilities, like area state changes (stuns, blinds, etc). These already have a natural counters in squad leaders (group level) and doctors (single target) and skill mods so they wouldn't be considered to unbalancing. Well, unless we got a area knockdown/dizzy...




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Menoetius
Tue Aug 10, 2004 2:05 pm
#5






Happymob wrote:





DarkJurai wrote:

Maybe Combat Medics should have been given the innoculations instead?



Or short of that, shift some of the doctor related combat healng to CM. State heals and revives are the obvious candidates.


As a MD/MCM, I would ultimately like to see them rebalance CM skill point costs via addition to CMs rather than shifting skills. In particular, I would like to see non-damaging offensive abilities, like area state changes (stuns, blinds, etc). These already have a natural counters in squad leaders (group level) and doctors (single target) and skill mods so they wouldn't be considered to unbalancing. Well, unless we got a area knockdown/dizzy...







oOoOo Offensive stat packs, that would be fun.


I can see blind & Dizzy as offensive parks. Stun and intimidate don't make much sense.


To the original poster, +50 terrain neg and +10 burstrun eff. come with being a MCM as well.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
AxilX
Tue Aug 10, 2004 2:15 pm
#6

even if you got nothing at all put the mind heal, CM would be worth every single point. and psn'd have *not* been rendered completely ineffective, spamming them still ties down doctors, and still decimates a group who doesn't have a decent combat doc... it just takes slightly longer to get it to stick. CM is far from broken, in fact it's still one of the most powerful PvP professions in the game... maybe after this latest balance some decent PvP'ers will actually pick up the profession.. on my server no PvP'er worth anything would touch it with a ten foot pole, for fear of being laughed at by the entire community.... now that it's semi-balanced, your more likely to see the true potential of the CM. As the better players will give it a serious look.
Pahdbacca
Tue Aug 10, 2004 2:47 pm
#7

Ahhhhh.... I beg to differ. The mind wounds on the mind heal are rough. Very rough. Even with ahrisa, brandy and a full set of entertainer buffs, those wounds add up and hinder the other CM abilities very quickly. True, wearing armor prevents the secondary stat wounds, but that still means you don't get the value for those stats. I let it be known in my groups that I will heal mind, but only in emergencies....it is not an excuse to not bring your mind food and go willy-nilly with the specials.


It is long proven that the CM mindheal ability is not imbalancing. Converting it to a ranged stim and/or reducing the wound cost should be examined.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
FIEKKK
Tue Aug 10, 2004 3:21 pm
#8

umm... CM could kill just about anyone in 2 tiks. which made them the most powerful in game from a pvp standpoint. so quit ur crying and live with your nerf



Fiek-Narthex | Icksay-Natara




vortexala
Tue Aug 10, 2004 3:22 pm
#9

*gives Fiekkk a tag* Sorry, but the first bridge is full. You'll have to find your own until we build the next one.



~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...
Menoetius
Tue Aug 10, 2004 3:25 pm
#10






vortexala wrote:

*gives Fiekkk a tag* Sorry, but the first bridge is full. You'll have to find your own until we build the next one.







Hey stop it, your taking my PA name in vane!


*points to PA name under username*




Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
vortexala
Tue Aug 10, 2004 3:27 pm
#11

Oops... hmm. Guess we can just call them tracking devices? Or maybe just hand out signs that say 'i'm a troll'?



~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...
Menoetius
Tue Aug 10, 2004 3:32 pm
#12






vortexala wrote:

Oops... hmm. Guess we can just call them tracking devices? Or maybe just hand out signs that say 'i'm a troll'?






hot branding iron, saying TROLL.



Menoetius / Eryn (12 pt MD/MCM)
Doctor and Combat Medic Supplies
Vendors: 3560 x -5460 - New Hope, Lok (Lowca)
Tenfo
Tue Aug 10, 2004 5:19 pm
#13

Combat Medics are very much needed in tough dungeons like the corvette and DWB.


Don't underestimate your value just because doctors can now cure your poison / disease which was overpowered in PvP.


Mind heal is extremely valuable as well in tight situations.



l Tofeity Edeiso - MBH / Rifleman l l Tazon - Elder Jedi l
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