Combat Medic Archive
Thread: Mixed feelings on CM
Now I do not want this to turn into a war of nerf-callers vs true defenders, but I am wondering, how can we possibly balance this situation out? I know about the mind pool being un-healable, but that is not even an issue. You need like a ratio of 6 doctors per combat medic to keep up with disease cures alone.
Any CONSTRUCTIVE ideas? If we don't solve the problem fairly ourselves as a community, the devs will do it for us and none of us may end up liking it.
How would you rate your abilities as a doctor? Go into battle again with your doc/CM main and instead of focusing on applying poisions focus on the doc side of your character and try healingothers in your groupand see how that goes.
Personally I think that if there were more docs with a clue then CM's wouldn't be nearly as effective.
atimes wrote:How would you rate your abilities as a doctor? Go into battle again with your doc/CM main and instead of focusing on applying poisions focus on the doc side of your character and try healing others in your group and see how that goes.
Personally I think that if there were more docs with a clue then CM's wouldn't be nearly as effective.
I played my Doc/CM the other day and spent 99% of my time in a healing capacity. I simply could not keep up with the cures. This kid would come out buffed and toss two disease and/or poison packs each time before he died. When you have like 30 people and 4 doctors getting hit by two packs every minute it is damn hard if not impossible to keep up.
DoctorGriggs wrote:
-snip-
I was constantly getting nailed from 90M or so from a single CM. Someone from my group would go over to kill him only for him to clone and Zerg-rush right back at us. As a TKA you can meditate this away, but not when fighting, stunned, on-fire, or dizzy. ONE player single-handedly made 30 players ineffective.
The fact that this one person can continuously zerg rush from the cloning center is a GCW issue, a TEF issue, not an issue regarding Combat Medics in particular.
The fact that 90m, even with an AoE, is too far is a known issue.
The fact that docs really need a new form of curative abilities is a doc issue.
I hope all of these issues get addressed at some point in the near future, so that perhaps CMs won't be considered the default scape-goat for issues that aren't their fault.
Not saying you're doing that, Griggs, just a general statement is all.
Message Edited by vortexala on 03-09-2004 09:39 AM
atimes wrote:
How would you rate your abilities as a doctor? Go into battle again with your doc/CM main and instead of focusing on applying poisions focus on the doc side of your character and try healingothers in your groupand see how that goes.
Personally I think that if there were more docs with a clue then CM's wouldn't be nearly as effective.
Does more docs with a clue mean a 4:1 ratio of people with cure poison abilities? I however think getting this amountdocs(with a clue)is not the answer. AE poison needs to be reduced, period.There will never be a chance to kill a CM when the range is reduced to 64m before he poisons you. Maybehe is dead, but you are taking the same amount of damage as before with docs trying to cure as many as they can, and they can just do it again once they clone. As toit being a GTEF issue, maybe, but last I checked I clone overt in my city
Basically in its current state, CMs are ruining group pvp. You can run your numbers, do whatever you want, but this is the truth. Many of you know this, but just wish to be the powerhouse you currently are in the GCW.
My personal fix to CMs, I really donthave a great one, however I would like to see AE damage halved(not 75% I think that is too drastic). With then a drink(not food) that uses around 50 fillingto make poison resisted around 50% of the time lasting around 10 min. I think this would balance CMs fairly well. It would make people have the choice to either take a brandy/poison resist or blue milk/poison resist. Reasonwhy I didn't pickfood as it is a lot easier to just have stomach space for that at any time.
Also, the upcoming crafting changes will have an effect on all of our meds, offensive and defensive. I expect to see reduced effectiveness and/or range as well as AoE radius once the crafting changes are implemented simply due to the nature of the crafting change itself.
As for the overabundance of 'pre-nerf' items, yeah, I know. They could simply make the crates unusable as has been done with the pre-nerf weapons, or it could be effected the same way the buff packs were for docs a few months back and simply have the change put upon it when you pull an item from the crate. We'll simply have to wait and see on that, I suppose.