Combat Medic Archive
Thread: So what are CMs going to gain to mitigate this nerf?
angristVong wrote:
you were balanced. not nerfed. much like the graul mauler before you.
Hi,I like those specials. But you are right. We should have some version of /rescue as well very much like RL combat medics who draw away fire from the wounded w/ their own body. Quite heroic and quite dangerous.
- An improved /drag command where you get bonus' to ranged defense whilst it was active (e.g. +50 ranged defence).
- A /guard command where you canprevent anincapped playerfrom being deathblowed for a certain period of time.
- A /removeDowner command where you can remove the downer effects from another player but gain the effect on yourself for half the downers duration. Removed downers should be able to be stacked.
- An /medicAssist command where theyou can share the ham costs of healing with a doctor.
- A /callDoctor command where by you can create a waypoint for a doctor where to you currently are. Can only be activatedonwhilstusing /drag, /guard or on a corpse.
Rheso wrote:
BOO-FRICKITY-HOO!
Har Har Har! "What are YOU going to GAIN to mitigate this nerf?" You've GOT to be kidding me! I'm a Master Bounty Hunter/Master Pistoleer, and You're going to tell me a system in which a guy in his underwear wielding a syringe SHOULD be able to kill me? Combat Medic takes a lot of points to master, and so should be an "Uber Elite" profession, you say? Newsflash: SO DOES BOUNTY HUNTER!!! 217, to be exact!
not anymore, doofus
The only reason that CM was able to spell doom was because in PVP, weapons suffer a 75% damage reduction, whereas poisons and diseases do not. This wasn't an intentional situation that someone put in place
it was an "accident"... the coders fell asleep and their cat walked across the keyboard, causing this whole mess...
so that some twerp with mind fire would be the terror of the battlefield.
uh, we don't have fire, doofus.
This was something that was realized when people like me started yelling because we couldn't understand how in the world this could possibly be right--especially in a setting like the Star Wars Universe, where weapons like blasters and lightsabers are the order of the day.
no, clubs and stone knives with mind fire are the order of the day.
So now we're given something to help us out a little bit--buffs, which we have to pay for and which only last for an hour.
moron. take the buffs. they are over powered, but thankfully short-lived. area heals are the primary issue.
They didn't nerf you the way you oughtta be nerfed, which is to say that they didn't make diseases and poison's 75% less effective.
no, moron, they made them zero% effective.
We get thrown a little bone like this,
hahaha, even you know you must be joking here
and you have the audacity to b!tch about it?
you seem to be the one with excess audacity, jarhead
I say again: BOO-FRICKITY-HOO! Man I can't WAIT untill the next time I run into that guy who snuffed me out inhis underwear and then clone-camped me as he griefed me and called me "noob" and "wuss" and other assorted nice things.
i hope he went into great detail regarding your defective geneology.
diagnosis: moron
Pahdbacca wrote:
Give me one good reason why this shouldn't go into my sig friday morning.....
neutrineaux wrote:
what you really want is to punish us, you naughy, evil, wicked, sadistic pervert! spank me!
i found it somewhere else in your sig. i am honored.
neut
angristVong wrote:
why do you guys think you deserve something extra?
you don't.
and i quote:
"justG - ... CM's were WAY overpowered in PvP "
you were balanced. not nerfed. much like the graul mauler before you.
there is no such thing as an "uber elite profession" - there are combat professions, support profession, crafting profession ......ect. even the very wording of your statement is from a biased point of view. the old point of view that CM deserved the power it had.
you are a support profession and if you don't enjoy that then you should:
1. hit control + s
2. select master combat medic
3. hit unlearn skill
4. type yes in the box
5. repeat for all other boxes.
not a flame but an opinion.
and your momma was loved, not raped.
Roaryasta wrote:
One of the problems with this game is that too many people have no sense of balance. We scream to the Devs about what we want and don't want, and when they throw some balance back in the mixmore people justget pissed off (I feel sorry for these guys, really. It's gotta be incredibly hard to find a medium that makes everyone happy). So, they scramble to undo what they did with other professions, and everything just falls apart from there.
For example, let's take the current CM issue. The area poisons we were using before the patch were pretty ridiculous, but why? I've seen massive groups fall because a single CM threw a poison. Of course, it takes a lot of work to make an incredibly potent poison. So, were poisons working as they should? Simply, yes. The problem was that there was nothing people could do to resist poisons / defend against it. The Devs realized this and made an effort to balance PvP by granting the class that can already cure poison and disease further abilities against them.
I want to know how we think that CMs have been 'nerfed' (changed / made less powerful) ... what has been done toour profession? We haven't beenchanged in any negative way. The Devs gave the doctors an ability that really should have been there in the first place. From my experience, PvP has grown from this change. CMs no longer rule,the scales have settled a bit, and we've put a stop tothis game becoming poison wars.
I applaud the Devs for trying to find balance in this manner. We don't need things taken away from the classes... add more content, give them more, different, varying abilites.It's all about balance. I think this latest patch is one more step in the right direction.
Your thoughts?
-Roaryasta
perhaps we are using different definitions. "nerfed" in my particular opinion, is used to reflect the negation of useful abilities. certainly you cannot argue that the offensive abilities of the combat medic, rather than being mitigated by these changes, is rather effectively negated.
if you do not believe this to be true, i must doubt that you have had much exerience as a cm since these changes. i have done some pvp since just to see the extent of the change. aside from mind heal, none of the combat medics' abilities is of any consequence after these changes.
why is that? poison and disease resistance enhancement medpacks effectively control poison and disease. the occasional "hit" with a NBC weapon is easily, quickly, and fully healed via area cure packs before the first "tick" of the poison, in almost all cases.
this is based ona few nights of actual large group pvp experience.
i have never been "uber" or "pwned" anyone. but in the past, i could contribute to pvp. that is not the case now.
oh, one other definition: balance. look that one up. i have used this example before: if you want to balance an teeter-totter, you do not run to the extreme end to do it. you walk slowly to point where it swings up. this goes to the far end.
Kirkmeister wrote:
On Chimaera we have done quite a bit of testing with the disease/poison resist buffs. A few people have made high end potency poisons. The low ones are 150, top end 220. The lower ones hit 40% of the time the top end stick 50% of the time. I have tested these myself on C buffs and the results were quite good. And you still get a tick of around 400 on the 220, with a tick of 500 on the lower pots. So it's a case of adapting to our new surroundings. We are human after all, well, most of us areThese buffs are not the end of the world, we can turn this to our favour. People won't expect to find a CM in battle as we have been "nerfed" and all gone off to find some other "Uber" prefession. Well, a few people have had a fright recently, when PvP'ing against me, and thet find either a single or area poison and Disease slapped on ther heads.
We can still go on here folks, it's just a matter of changing tactics again, I've changed mine, and had good results.
Blacca wrote:
In my small opinions the simple fix would have been to give the Docs the resistance buffs, and CM's the area cures, that way the docs get a nice small bone for their up and coming nerf, and we get a small bone for our nerf, this way we are still a combat class, we combat other CM's. Are the devs just morons?
This wouldnt destroy your template so much I bet...
CM is so much better than doc, mindheal, area heal, diseases, poisons, we only lack the ability to make alot of money in a short period of time compared to master docs :] Oh, and you should just try to use your brain when picking your template and not go for the usual cm/rifle dude template where ppl already have tons of counter tactics against. When youre not solo pvping and youre going with groups then you will be the most important part of the group thats for sure, just dont put too much focus on only throwing poisons. the heals are more important than anything else. well placed mindhels can turn a whole group fight into yours.
just my 2 cents
- cms want our area stims to be usfull in pvp and pve
- cms want our mind heal improved, we are a ranged profession, mind heal is point blank
- cms want our poisons and diseases to be usfull, not dominating but still being felt as they are forms of attrition
- cms want our drag range increased
- cms want area stat cures as we are combat medics
- cms do NOT want to have to be a doctor inorder to fulfill our role.
As for the steriotipic template idea, I for one have never used a rifle. Not all cms are fotm groupys. And btw poisons and diseases are formes of offencive group support. Many people fail to recognize this.