Combat Medic Archive

Thread: CMs need 75% reduction but need compensated.

Skydiver01
Sun Mar 28, 2004 7:41 am
#1

Well, like it says. We should get the 75% reduction to be fair. But we da^n well better get something in return for giving up to the reduction or CM will be worthless. Since Doctors can heal "states", we should be able to cause them. Maybe when we throw a poison/disease we not only cause poison/disease but also cause a "cripple" state to the target. Cripple canslow a player's attack speed and/or defenses.When it comes to the use of an area poison/disease, it will still work the same but still suffer the 75% reduction and add a "state" effect only to the person targeted.


Also as is, CMs are frozen for 4 seconds (if memory serves me, not sure) every time we use our attacks. This should be removed. Everyone gets to shoot while running. With the 75% reduction we should get to run while attacking also.


I know others mentioned a few wise balances/fixes CMs need but for this thread I'm only looking at the 75% reduction. How it will hurt the CM and whatyou think should be given back to CM in return for taking such a huge hit like this. . . .



________________________________________________________

Excite

Like a midget at a urinal, you have to stay on your toes !
Pahdbacca
Sun Mar 28, 2004 9:42 am
#2

I know you posted in Rhen's thread on damage reduction, but did you read it?


The 75% reduction has nothing to do about being fair....If things are to be treated as being fair, we won't get it.


Professions should not get reductions because everybody elsegets them. They should get reductions only if they need the reductions...which CMs don't...as evidenced by Rhen's experiments.


If DoT damage is reduced to a point where a buffed character regenerates it faster than the DoT damages...that would be UNFAIR.


You pickin up what I'm puttin down?





-----------------------------------------
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
JudasTyberius
Sun Mar 28, 2004 11:13 am
#3

I agree. The 75% reduction would be basically the same as a 100% reduction. I would be okay with the 75% reduction IF, and ONLY IF, Docs LOSE THE ABILITY TO BUFF SUB STATS.


Without an equivalent change to DOC, we would be good for nothing other than cannon fodder. This same argument goes for area heals. CMs are AMAZING damage healers, but with buffs, they are NOT NEEDED as healers.





Ledo Valasio - Master Bounty Huh?
RhenGordon
Sun Mar 28, 2004 2:16 pm
#4

No 75% damage reduction is not needed. There are two things that are needed to balance combat medic.


1. Resistances that actually work. Give every player a base chance of resistance that can be offset with the potency of the poison and disease. In my expirement I had the target resist my A poison three times. The B was never resisted and neither was the C. There needs to be a base chance of resist, and then doctors or Cms, I don't care which need the ability to buff that resistance for a period of time.


So if a poison or disease has a 94 potency, lets say that you have a 1 in three (33%) chance of resisting it. If you get buffed up, maybe you should have a 6 in 10 chance or (60%) chance of resisting it. If I expirement up potency then your chance to resist it is going to go down. That is what needs to happen first.


2. One of two things need to be changed with mind damage. Either make it healable, or take out the incap from damage done to the mind pool. I personally think they should make both action damage and mind damage both unable to incap. Short of that, then they should make mind healable and not with some stupid skill that kills the person that healed worse than the person that needed the heal.


In my opinion these are the two things that Combat medic need to balance us better. 75% reduction is not needed because it already effects us.




>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Skydiver01
Sun Mar 28, 2004 3:46 pm
#5

okay , I see your points. I'm just afraid if the Devs feel they can't give us the 75% reduction, they will be forced to do worse to us in other areas. I feel you are all right, if we do get the reduction, simple math shows that buffed (not well buffed at that) players will regenerate at a near equal rate as the damage. I'm just getting sick of the winers and nerf cry-babies out there.


Well, what do you all feel about them giving us the ability to inflict "states" on players ? Kind of like a Ranger adding "states" to creatures. Since Doctors can cure states we should be able to inflict them. Hampering an enemies abilities to fight is an exellent ability for a support class like the CM. This would be very easy for the Devs to add to the CM sinse the Ranger already has the scripting (or whatever you call it) for it all to happen. Or am I too far off base and it's just another silly idea?





________________________________________________________

Excite

Like a midget at a urinal, you have to stay on your toes !
Gnuut
Sun Mar 28, 2004 4:13 pm
#6




Skydiver01 wrote: Well, what do you all feel about them giving us the ability to inflict "states" on players ? Kind of like a Ranger adding "states" to creatures. Since Doctors can cure states we should be able to inflict them. Hampering an enemies abilities to fight is an exellent ability for a support class like the CM. This would be very easy for the Devs to add to the CM sinse the Ranger already has the scripting (or whatever you call it) for it all to happen. Or am I too far off base and it's just another silly idea?




The idea to let CMs add states is nothing new. It's been suggested many times. One thought about state attacks is how exactly would they be resisted. Would they take CM potency into account or would they use normal defenses? If based on CM potency then the effect would land almost every single time. If the regular state defenses were used then our potency wouldn't matter. I bet there is something like this in the works but they can't figure out how to code that part of it. Can you imagine a CM tossing an AE Dizzy pack then the rest of his group spam posture changes?






Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

BallsBisnac
Sun Mar 28, 2004 5:05 pm
#7

Here is what needs to be reduced...CM range. How in the world can anyone throw something over 64 meters. Being a CM automatically gives you an arm like Michael Vick. First of all... the things you throw are not as aerodynamic as a football and the shear motion of the throw indicates the items should travel no further than 30 meters tops. Also, being able to poison and disease through walls needs to be removed. You can keep your power and everything else. Just reduce range and ability to do poison and disease through wallsand the profession will be balanced.



Ardin
Da' Greatest
420 Member For Life
Pahdbacca
Sun Mar 28, 2004 5:15 pm
#8

No offense B, but you are beating a dead horse...most posters on these forums agree with you about the points you brought up.These pointshavebeen brought up in several other threads.



-----------------------------------------
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
Gnuut
Sun Mar 28, 2004 5:17 pm
#9





BallsBisnac wrote:
Here is what needs to be reduced...CM range. How in the world can anyone throw something over 64 meters. Being a CM automatically gives you an arm like Michael Vick. First of all... the things you throw are not as aerodynamic as a football and the shear motion of the throw indicates the items should travel no further than 30 meters tops. Also, being able to poison and disease through walls needs to be removed. You can keep your power and everything else. Just reduce range and ability to do poison and disease through wallsand the profession will be balanced.




This is a discussion on power not range or AE. Please stick to the topic and quit trolling....




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

BallsBisnac
Sun Mar 28, 2004 5:24 pm
#10

Isaid you can keep your power...most people arent as concerned about that. If you are upset that i hit the nail on the head and want to call me a troller for that, that is your prerogative. Truth hurts dont it.



Ardin
Da' Greatest
420 Member For Life
RhenGordon
Sun Mar 28, 2004 5:27 pm
#11

In my never to be humbled opinion. I think that inflicting states would not be a huge counter for reducing our damage to 75%.


My point is that most people do not even care about states. Unless you are lucky enough to dizzy someone and then knock them down where they can't get up, states have little detriment in combat. I have been in combats where as a master doctor I have removed the states the players get and then done times where I have not removed the states. States such as intimidate, blind, and to a lesser extent stun have very little bearing on combat overall.


So I am intimidated and I attack every 1.2 seconds instead of every second, or I am stunned and attack every 2 seconds instead of every single second. It really does not effect combat enough.


Now if stun made you stand in one place for a while and spin where you could not attack, or intimidate made you cowar from your opponent, or if blind made your screen go black where you could not see anything then states would mean something.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
RhenGordon
Sun Mar 28, 2004 5:30 pm
#12






BallsBisnac wrote:
Isaid you can keep your power...most people arent as concerned about that. If you are upset that i hit the nail on the head and want to call me a troller for that, that is your prerogative. Truth hurts dont it.






No, the point is this discussion is about whether we need a 75% reduction to our damage or not. Range modifications are another discussion on another day. Point is that 99% of the combat medic thread agree with you on the range problem, but apparently it is a bigger problem than a simple fix. We were supposed to have it fixed once before but it has yet to be totally fixed.


To come in here though and bring range and LOS issues into this topic is taking the topic off point and that my friend is exactly what trolling is and what the terms of service says you should not do.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JudasTyberius
Sun Mar 28, 2004 5:34 pm
#13

He isnt calling you a troller cause you 'hit the nail on the head'. he's calling you a troller because you are talking off topic, and not adding anything constructive to the discussion.


And to address your issue, the devs specifically limited our range to 48m experimented (96m at MCM). This was intentional, and is not a bug. When we throw, we are 'rooted' for 4 seconds. I'd be fine with limiting our range to 64m, just like all the other weapons, IF the 4 second root is taken away.


To be honest, there is nothing more humbling that throwing a poison at someone from 84m away, and being incapped by /headshot3 /headshot3 /headshot3 before i ever start moving again, and then getting the ranged DB (/snipershot).


We arent invulnerable. It just takes half a brain and moderate reaction time to kill us.





Ledo Valasio - Master Bounty Huh?
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