Combat Medic Archive

Thread: What is the main problem you have with the +1 change

Deltanor9
Wed Oct 29, 2003 1:26 am
#118

Problem: The incap dance poisons cause.


Possible solutions:


1. What is on test now.


2. What is on test now + dizzy at 1 point left.


3. Poison removed after 1st or second incap.


4. poison incaps 1 time then only does damage down to 1 point until it wears off.


5. Potency reduces after 1st incap.


6. Poison DBs.


7. Your best idea here


Personally i like #4 we still get to incap with our main weapon but the incap dance goes away. Not overpowering to us and not a total mess to the people we attack.



Albaka


Valcyn

Eriki
Wed Oct 29, 2003 7:27 am
#119

"Our target could have been taking out much quicker by ANY other combat class"


That is not true if you call a Cm a Combat Class because he need Ranged Support from the marksman line then you must! call Squad Leader also a Combat Class and the fact is that Squad Leader cant do any Damage, so the Combat Class Squad Leader cant taking out much quicker! A Squad Leader cant take out anything!




Eriki Flint
Grand Moff Tarkin Place 1
Gorath-Lok - Devouron
Happymob
Wed Oct 29, 2003 7:33 am
#120




Jacore wrote:


We are a combat class, but not on the same par with Pistoleers, etc. We're a hybrid. And not a hybrid of combat disciplines (BH, Commando), but rather a hybrid derived from a medical. It is ridiculous to think that we should have the best damage healing abilities in the game and combat abilities on par with pure combat classes like pistoleer/carbineer/rifleman, etc. No class should be first order stochastic dominant. Not us, not anyone. Those of you in the 'no nerf' camp must argue why we should have this.




Absolutely. You simply cannot ignore our healing abilities when talking about balance. Now, the CM healing abilities don't help us one bit in 1 on 1 PvP (though the master medic damage healing is still very good), but CMs aren't purely about soloing. Like squad leaders, CMs are clearly about grouping. But unlike a squad leader, we still get abilities that help (though they don't dominate) while soloing.


Of course in all the talk about 1 on 1 damage, people lose sight of the fact that we can still dish out more aggregate damage per second than any other class in the game. Sure, we aren't that great against single targets, but our group attacks havethe secondlongest range than any other attack in the game (pets can attack farther from their master) and a much greater area than any other area attack. We've seen the cases of a single attack poisoning 20+ people. This isn't the common case, but it can happen. We just won't be able to finish the job most of the time. That's what groups are for.


And if the ability to apply affect more people than any other single dot or area attack in the game was not enough, we can choose which HAM pool to target (or target multiple HAM pools with separate dots).


Ultimately, I still see this as a significant nerf to solo CM PvP. But I don't care. It is a very small nerf to group PvP and it fixes a lot of other problems (primarily the 40 minute incap dance and the loot/faction point issues).




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


Happymob
Wed Oct 29, 2003 7:48 am
#121






SkipDikman wrote:
I'm not positive on this but if I recallwhen your hams get low you canjust pop a Muon or Pixie and poof your stats are all healed? If this is true, what kind of effect will this have? It's late and I'm tired so I dont know where I'm going with this, maybe someone else can make some sense out of it.




Not completely healed. Any buff will increase your max and current amount in a stat by a certain amount. So a +500 mind buff would take someone from +1/1000 to +501/1500, for example. But of course then the poison would start ticking again and they would be at +1 again relatively quickly. You are right though that the +1 poison cap does give people at least a temporary fix to gain some HAM assuming that they weren't already hopped up on doctor, chef, and spice buffs.



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


Khragon
Wed Oct 29, 2003 7:50 am
#122






Happymob wrote:




Jacore wrote:


We are a combat class, but not on the same par with Pistoleers, etc. We're a hybrid. And not a hybrid of combat disciplines (BH, Commando), but rather a hybrid derived from a medical. It is ridiculous to think that we should have the best damage healing abilities in the game and combat abilities on par with pure combat classes like pistoleer/carbineer/rifleman, etc. No class should be first order stochastic dominant. Not us, not anyone. Those of you in the 'no nerf' camp must argue why we should have this.





Absolutely. You simply cannot ignore our healing abilities when talking about balance. Now, the CM healing abilities don't help us one bit in 1 on 1 PvP (though the master medic damage healing is still very good), but CMs aren't purely about soloing. Like squad leaders, CMs are clearly about grouping. But unlike a squad leader, we still get abilities that help (though they don't dominate) while soloing.


Of course in all the talk about 1 on 1 damage, people lose sight of the fact that we can still dish out more aggregate damage per second than any other class in the game. Sure, we aren't that great against single targets, but our group attacks havethe secondlongest range than any other attack in the game (pets can attack farther from their master) and a much greater area than any other area attack. We've seen the cases of a single attack poisoning 20+ people. This isn't the common case, but it can happen. We just won't be able to finish the job most of the time. That's what groups are for.


And if the ability to apply affect more people than any other single dot or area attack in the game was not enough, we can choose which HAM pool to target (or target multiple HAM pools with separate dots).


Ultimately, I still see this as a significant nerf to solo CM PvP. But I don't care. It is a very small nerf to group PvP and it fixes a lot of other problems (primarily the 40 minute incap dance and the loot/faction point issues).






AOE poison is a raid turner. I have literally joined raids where Imperials were stuck on trying to take a base, they just couldnt get past turrets and rebel players combined. I arrived, 1 AOE, even though I died killed every Rebel player plus some NPC's and we got the base. The rebels had no doctor....too bad for them.


This change to poison IMO isnt a horrible one with diseases fixed. Now on a raid, even though it will take longer I will be able to AOE disease a base and poison together to take it. Little more work sure, but still a very powerful ability. I personally dont have issues with the 1HP thing. My pistol or pet can finish the job I start with poison.

Peracles
Wed Oct 29, 2003 8:17 am
#123

THE reason I have a problem with this change is because it will cause us to ALL change to 1 template to be effective in PvP. PvP is ruled by mind damage and I think everyone will agree that this is the case. Yes you can buff your mind, but it is still the limiting factor in PvP at this time.


I am a pistoleer/MCM/Doc. The combat portion of my skills allow me to do 1 kind of damage consistently..... health. I have double tap, but it is a random attack to any one of the three pools (or at least it seems that way). With this patch I will not be able to kill my target unless I get really really lucky.


With this change we are all forced to take on a profession where we can do mind damage consistently to participate in PvP. That means TKA, rifleman, swordsman, etc. Yea us! I am VERY enthusiastic about this.


Mordra Faile
Master Combat Medic - Pistoleer(0040) - Doctor(0400)




Mordra Faile
Master Combat Medic - Doctor (0400) - Marksman (2434) - Scout (1020)
Eriki
Wed Oct 29, 2003 8:31 am
#124

Peracles, you are only talking about 1vs1 PvP, this change wont affect Group PvP. And you ever tryed to combine Health Poisen with your Health Dot's, ths will brings also down mindvery fast And dont forget that with this changes the Diesace C will come, mybe you should use Health Diseace and you Pistol Health shot to bring your Target down? CM after this changes are not limited to Mind Poisen like it is now!




Eriki Flint
Grand Moff Tarkin Place 1
Gorath-Lok - Devouron
jexra
Wed Oct 29, 2003 8:37 am
#125

You do realize that basically we'll be getting 2 nerfs right? You get the +1 ham nerf but you get the components fixed but then again our resources get shifted to DR OQ which in my opinion will lower our poisen damage bacause we won't be able to make the quote "Ubber stuff" anymore due to most of the Crappy dr on the resources we use.


Am I incorrect in this assumption?




Aspile member and all around (word describing a female k9)
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Peracles
Wed Oct 29, 2003 8:47 am
#126

Eriki,


Yes I can use health poison + health shot + <insertfavorite health pool targeting shot>. That will work well until all of the sudden their health bar goes from almost depleted to full instantaneously. Drat!....... foiled again by a novice medic + stim B.






Mordra Faile
Master Combat Medic - Doctor (0400) - Marksman (2434) - Scout (1020)
OnlyMaestro
Wed Oct 29, 2003 9:27 am
#127

My problem with this is as follows:


Why should a CM be able to solo? Why NOT?! We pay for entertainment, a right to solo -- everyone currently is a Commando anyways, but I don't wanna drop CM to be able to fight.


I did a test with some guildies, my extreme high potency, high effectiveness poison took three ticks (18 seconds) to incap them.


A Commando incapped a person with one shot, 1 second. A Commando on TKA duel, one shot -- incapped.


They say poisons are too strong, I say they crazy. It takes us long to incap people, we just do it in a more annoying way. I love CM, but right now, being a glorified healer who throws things isn't worth it.


...time to go CH. So at least I can do missions with my Carabineer skills.




4Colonel Griffin Shade
4Combat Upgrade Tester Team Kick to Face
4Real men wear Marine Armor
4"Never stop fighting till the fight is done."
- Elliot Ness

Heltain
Wed Oct 29, 2003 9:46 am
#128

So Kave what's your status now ? You aren't actively opposing our nerf but rather only informing the Devs that there are some who don't like it - is that a correct summary ?
Just wanted to be clear on that.
Kullervobolg
Wed Oct 29, 2003 10:34 am
#129

First, I don't solo PvP. Ever.


Second: for those saying CM's shouldn't be able to solo PvP, then why should everyone else be able to? If we have to hang around heavy damage-dealers, why don't the heavy damage-dealers hang around with Doctors?


According to the dev's, if I remember correctly, Doctor is the third-most-common profession in the entire game. Yet somehow nobody ever seems to have one around to heal the CM's poison. Why is this? Maybe because nobody treats doctors with any respect, never pays them to compensate for their meds, etc.?


If people treated doctors decently, there wouldn't be as much crying about CM's.

Zarlor
Wed Oct 29, 2003 12:06 pm
#130






Kullervobolg wrote:

[snip]


According to the dev's, if I remember correctly, Doctor is the third-most-common profession in the entire game. Yet somehow nobody ever seems to have one around to heal the CM's poison. Why is this? Maybe because nobody treats doctors with any respect, never pays them to compensate for their meds, etc.?


If people treated doctors decently, there wouldn't be as much crying about CM's.





Actually what was show was that Doctor was the third most Mastered profession. It wasn't even in the Top 5 of most common. That doesn't stop me from wholeheartedly agreeing with the rest of yoru statments, though.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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