Combat Medic Archive

Thread: Dev Feedback on medical DoTs...

TheGragg
Mon Feb 02, 2004 9:55 pm
#144


Zarlor wrote:What on earth does mentioning that the 64m issue is being looked into have to do with what kind of a Correspondent I am? Is there a reason for trying to throw a personal attack into the debate (although what the attack is is rather nebulous, though implied.)

At any rate, if someone is "exploiting" what do you want me to do about it? And what relavence does it have to CM damage? Again, Damage isn;t the problem, the range is the problem. YOu can bring u the range problem all you want, but it's being looked into being fixed. If you want to try ot say that any CM shooting a poison further than 64m is an exploit by your definition, well... go ahead and report it. I'm not stopping you. Heck I'm agreeing that if we are getting stuff to go beyond 64m, then we're in the wrong, so I'm not sure what exactly you are trying to argue here.

I'm simply trying to say that the Devs have acknowledged the situation and are looking into a fix. What more do you want them to do? I mean havine it fixed yesterday is an obvious answer, but that;s not happening, but continuing to argue about it further is rather non-productive when they say they are going to fix it, don;t you think? There isn;t anyting WE can do to fix it, we have to wait on the Devs. But what's the point of continually bringing it up as a problem when it's agreed that it's a problem? So we agree. Can we move on instead of trying to beta up on each other over something we agree on? I'm not sure I see the sense in continuing this.






Zarlor, I have a pet peeve with people not taking responsiblity for their actions, and when I see a corrospondent trying to say its not the player to blame for taking advantage of the range bug, I really start to wander. It's up to the individual player to take advantage of or exploit a bug in the game. It's fine to back up the CM profession, but don't try to justify somebody's actions when they are by definition exploiting.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Pahdbacca
Mon Feb 02, 2004 10:11 pm
#145

Send in your CSR ticket if you think the problem is worthy. Quit bothering us with it.



-----------------------------------------
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
TheGragg
Mon Feb 02, 2004 10:24 pm
#146


Pahdbacca wrote:
Send in your CSR ticket if you think the problem is worthy. Quit bothering us with it.





Will do. But can I ask one thing? Just be carefull what you guys say in the future. Being a corrospondent your word has a lot of weight. When people read your posts and see a corrospondent saying that its not the CM to blame for the range bug then a lot of these same people are going to interpet that to mean that its ok to to use the bug to their advantage when according to policy and by definition it is infact exploiting. And on that note I'm going to go troll somewhere else



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Pahdbacca
Mon Feb 02, 2004 10:26 pm
#147






TheGragg wrote:




Pahdbacca wrote:
Send in your CSR ticket if you think the problem is worthy. Quit bothering us with it.







Will do. But can I ask one thing? Just be carefull what you guys say in the future. Being a corrospondent your word has a lot of weight. When people read your posts and see a corrospondent saying that its not the CM to blame for the range bug then a lot of these same people are going to interpet that to mean that its ok to to use the bug to their advantage when according to policy and by definition it is infact exploiting. And on that note I'm going to go troll somewhere else





Sure, what was your question?




-----------------------------------------
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
TheGragg
Mon Feb 02, 2004 10:36 pm
#148

Sorry, I ment.... Can I ask you TO DO one thing.



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
Srednii
Tue Feb 03, 2004 1:17 am
#149

Didn't I already tell you nerf whiners what you can do?


/unzip





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Sre'dni Vashtar - Bria
sv Armoury -4976, 2712 Corellia
PanzerGR
Tue Feb 03, 2004 1:22 am
#150

all i can say is this:



THis is without a doubt one of the hottest and most debated topics I have seen regarding a profession and PvP around here in a while.


Now while there are bad points (on both sides) and a lot of "nothing" said by both sides...illogical and moronic statements that make no sense. There ARE good points that have been made.


Anyway... Most of the time, if oyut hink about it...if there IS a huge debate over something then there IS an underlying problem somewhere along the line and it needs to be addressed, a solution made, and a fix implemented.


Cry "nerf whiner" "you dotn knwo what your talking about" blah blah all you want...but if theres a crapload of people all making a complaint.....then there MUST be SOMETHING wrong fundamentally-speaking with the game-mechanics in question. Sorry but that is a very logical assessment. Health Care int he USA wouldnt be debated much in politics if there wasnt a problem with the current system, for example. It's the same principle here...there IS a problem that many many people feel NEEDS to be fixxed and it should be.


If there is no problem, then why are so many people always in an uproar over the effects CM's have on PvP battles?


It isnt just because soem peopel liek to cry nerf every few seconds. In fact this is the only topic I have really been on recently saying there needs to be a "fix" for. Im not one for nerfs..and Im not calling for CM's to get bashed and thrown out. But there is a problem and it does need to be fixed...it's as simple as that.


Coem to mys erver and illt ake you on soem PvP outings...you can come run into guilds that have tons of CM's and when you get poisoned a gazilliont imes and die in 10 seconds, you too will not think this game is all that fun.






"Honor is a virtue of the truly strong"

~~BLACKHART: FURY GM / Elite and kicka$$ Privateer Pilot. Master Shipwright.~~
******Mos Furiosis, tatooine. -323 3779*******

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Zarlor
Tue Feb 03, 2004 1:32 am
#151






PanzerGR wrote:

all i can say is this:


Anyway... Most of the time, if oyut hink about it...if there IS a huge debate over something then there IS an underlying problem somewhere along the line and it needs to be addressed, a solution made, and a fix implemented.





Likely true, but when it comes down to it I think we have pretty heavily uncovered what the underlying problems really are (and they aren't CM Damage rate) and that most, if not all, of those actual problems are being addressed. THAT'S what we want folks to read, but they don't seem to want to. Instead the same, tired old arguments keep getting brought up.


Mind Damage, Range, etc... all of the acknowledged and going to be addressed in some manner. So cries for nerfs, at this point, are simply rather futile because while there are underlying problems, those problems are already acknowledged and being addressed, in general. So continuing to bring those arguments up are just a waste of time until the fixes go in and until we wee what the Combat Revamp has in store for us. Continuing the debate just feeds fuel to a fire that is about to go out on it's own.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Lexy
Tue Feb 03, 2004 1:42 am
#152


KJFett wrote:
No one can honestly say the 300% increase over the other professions 75% decrease is balanced. Give me a break!




You're absolutely right. Why is it every profession gets a 300% increase in damage over Combat Medics in PVE? As a Carbineer, I can hit a target for upwards of 8k (typical hit is 3k-4k) every 1 second with my amazing laser carb. Yet, as a formet CM, I could only do 1k damage to something in PVE every 8 seconds. Why must CM be on equal footing in PVP, but have a 75% reduction in effectiveness in PVE? Let's get this changed now, thaanks for bringing this up KJFett!
Morganite
Tue Feb 03, 2004 1:59 am
#153

Our poisons "stick" because we can experiment on the potency of the poison, raise it up to a higher level then you can "deflect" (lack of a better word).


We should defintely not take a 75% reduction in PvP. I am a CM/Doc with the 80% comp armor you spoke of. I use chef's food to buff my already high mind, and use enhance packs to buff my, and my groups red and green stat's. I specifically don't experiment my poisons/diseases to reach out past 60 meter's. I will agree I am a VERY tough opponent in group PvP, but not 1v1. We raided a rebel player base on friday, and held it for almost 2 hours because i could cure bleeds, state effects, poison, disease (we faced 2 combat medics). We had someone there to dance even, so I could afford to heal mind. We held the base until I ran out of cure disease/poison packs in hopesthe last terminalwould come "unbugged" in it's vulnerable time so we could finish and blow the base. (Of course it didn't, buggy game! )


Group PvP is just that, group, have healers with you. Use chef's food/spice to take care of your mind, have high focus/willpower anddon't make an uber template character that doesnt allow you to have novice medic to heal your own wounds. Don't be so cheap as to not want to give entertainers healing XP and possibly have to tip them for fixing your mind up. Guess what? our diseases/poisons do wear off, and you can get easily healed and be back into the fray if you configure your character to do so.


My area mind poison does 636/tick in PvP. I have seen smugglers do 1500 in a shot in PvP, and 1500/shot>636/tick.



MMM Industries, found at 2540 -4661 near Mos eisley. Food, weapons, powerups, armor, med's, speeders, repair tools, we have it all..


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Zarlor
Tue Feb 03, 2004 8:38 am
#154

Well, a couple of things. For one, my word carries no weight at all beyond what others feel like assigning it. The smart ones read nothing more into it than what I am writing and the only other "weight" involved is when I claim that I am passing on something directly from the Devs. Beyond that it's not like my word even carries weight with the Devs (because if it did several changes that have occurred would not have occurred in the manner they did.)


For another, I don't see where I even suggested CMs who took advantage of range issues weren't to "blame" for something. My contention has always been only that the extraneous issues are not relevant to the discussion at hand, which is CM damage, which many seem to think is what should be "nerfed", when in fact it is these other periperhal issues that are in the process of being fixed (most of them, at any rate) that are the real problem. In other words I'm saying the Devs are not stupid in suggesting that CM damage really is balanced, but that others are not looking at the full picture and seeing tha the problems are these peripheral problems. Add in that others continually mention these other issues as if they were an issue with damage and you see where we run into the mess this thread had become.


So I'm sorry if you read something into what I wrote that I don't think was there. But I'm pretty sure I meant exactly what I wrote, and I don't intend to change doing that. So I'm not sure I can really promise you anything there.






Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
TheGragg
Tue Feb 03, 2004 5:19 pm
#155


Diggner wrote:

Hey idiot you do realize that the experiment is on CHARGES. Go troll somewhere else

The problem isnt all with the rangen in the experimentation as it is with the bonus range we get as master CM. I think the 97m range poisons/disease DO NOT SAY 97M they say 43M. SO in all honesty you need to get a bloody clue.

FORMER CM

Now BH








Well gee wiz, I wanted to move on but then you had to call me an idiot So your saying there's no way to experiment on range? I already understand that distance is increased for being a master CM. You can't make a dot with a range of 32 and spend the experiment points on damage? If the range is 32 and master combat medic doubles it then that would be 64meters. But I don't have a clue what I'm talking about, seeing that I'm an idiot and all, so pay me no attention!



____________________________________________________________________________________

"People are sheep. If your not going to be a shepard, at least be a wolf."

Gatton - Ex-Captain of the WidowMakers
RhenGordon
Tue Feb 03, 2004 10:21 pm
#156






wildcard1973 wrote:





RhenGordon wrote:






Cibila wrote:
I dont mind the tick on the poisons, but it should take into account accuracy and ranged defenses, I get hit by poison every single time, as opposed to when somone throws a grenade at me, or I get shot at, I dont get hit every time. Yes I know there is a stat called potency which affects the chance it has to stick, but this should be taken after hit/miss equation and not as an absolute. Much like FlameDOT that hits you even if the special misses. This is my 1 and only complaint. Damage and ticks are fine, if you get hit, you get hit.


Cibila




As much as I fear to do this, you have to think about this in terms of the delivery of this type of attack. A grenade, flame cone or any other physical form of attack actually has a chance that if you are within a certain area you will not be hit.


This is not the same thing when you look at poison / disease. Poisons have an almost 100% casualty radius to them. Why? because everyone has to breathe. A nerve gas attack will effect almost every single person in combat unless you are wearing your gas mask, Again I hate to bring in real world solutions to a game, but that is why you are probably seeing the 100% effectiveness within a range. I think you will be able to get some items to raise your resistance though and then it will become even more important for us CMs to expirement our potency up. Of course this kills effectiveness.







Then by allowing artisan to make gas-masks Poison/disease would be 100% neutralized.







DID YOU EVEN READ MY POST?!?!?!?!?!


I QUOTE:"..and even then it is known to be absorbed through the skin so a gas mask only prolongs the agony."


Why do you think the military is also given bio suits as well? Selective reading got the better of you again. Go crawl under that rock you decided to stick your head out of.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
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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!
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