Combat Medic Archive
Thread: Healing Fix on TC for Publish 21
MataHairy wrote:
BTW, you guys realize that with this change, your Bacta Shot will be weaker, right?
Unfortunate side effect of this change. It will still provide benefit due to no pause. The animation pause is only an issue during movement, of course it can be deadly, but you can work around it. Would be great if they took the pause out since you can do just about any other combat special without pausing except CM ranged specials.
lycanthropy wrote:
just came off of test center, as a doc4000 dabbler i can heal for over 1100, before it was around 1300, doesnt look like they are making us weaker as fast as you would like them too lol
TenshiHanaKinu wrote:
lycanthropy wrote:
just came off of test center, as a doc4000 dabbler i can heal for over 1100, before it was around 1300, doesnt look like they are making us weaker as fast as you would like them too lol
Um, yey, nice semi-C&P there.
Anyway, you're missing the point. I doubt you'll get an additional 1100 pt heal just by picking up x2xx medic.
you didnt make any points in the beginning of this thread, all you did was repeat information that is easily accessible to everyone. just a little poke of fun at ya, you seem to fancy whinning alot about the dabblers, i fancy sticking up for us.
lycanthropy wrote:
TenshiHanaKinu wrote:
lycanthropy wrote:
just came off of test center, as a doc4000 dabbler i can heal for over 1100, before it was around 1300, doesnt look like they are making us weaker as fast as you would like them too lol
Um, yey, nice semi-C&P there.
Anyway, you're missing the point. I doubt you'll get an additional 1100 pt heal just by picking up x2xx medic.
you didnt make any points in the beginning of this thread, all you did was repeat information that is easily accessible to everyone. just a little poke of fun at ya, you seem to fancy whinning alot about the dabblers, i fancy sticking up for us.
TenshiHanaKinu wrote:
This is not hate against Dabblers.. just against the fact that the heal levels are in name only, and don't follow the paradigm that the rest of the CU follows... Buffs... Attacks...Defenses...States....
If someone can pick up the healing power of 4xxx CM in addition to Doctor whatever for just 0400Medic... there's problems. There should be like some kind of Cap.. based on the level of that Heal that you have.
I'm sorry you felt you should get something for nothing. Dabbling itself is fine. I have a Doc 4xx4 toon myself on another server. But I shouldn't have the same level of healing as my Master Doctor toon just by upping my healing effiency. Master Doctor has a whole 'nother level of Heal beyond 4xxx.
That foot taste good?
Message Edited by TenshiHanaKinu on 07-29-2005 02:24 AM
I understand the feeling many have that masters should outheal dabblers to a great degree, but more is at stake here than preserving the prestige of mastery.
Youdo not see that without medical dabblers being viable, the dwindling place of non-Jedi in the GCW will fade out like a dying star forever. The survivability of non-Jedi toons before they upped CM/Doctor heal rates was extremely low, and battles frequently resulted in non-Jedi being killed first, leaving field of Jedi to fight amongst themselves.
For those who push for the prestige of the master boxes in CM and Doctor, consider pushing for a special healing capability ABOVE what we currently see instead of nerfing dabblers. If dabblers are taken down, so will the non-Jedi place in the GCW. Being able to pick up CM 4000 has given me the tremendous opportunity to ENJOY the GCW again!!! I plead to all of you here to push for a higher heal in the master boxes instead of pushing for a decrease in dabbler healing. The place and enjoyment of many players in the GCW depends on it.
On a further note, allowing dabblers to be viable allows a MUCH larger diversity of players. If you push for only MCM's or MD's being viable, you will gravitate players toward only a few templates: MD or MCM/Swordsmen andMD or MCM/Riflemen.
I play a toon that specializes in large-scale crowd control (CM 4000/Commando 0404/Pistoleer 0403/Master Smuggler), and such a vibrant template would not be functional in the GCW if dabblers are nerfed.
In closing, please keep in mind other factors in this game before screaming "MAKE MASTERS HEAL BETTER THAN DABBLERS!!!" The key is to bring the healing of masters UP instead of bringing the healing of dabblers DOWN. The place of non-Jedi in the GCW is only being kept there by their ability to heal. You cannot expect non-Jedi to constantly go up against fields of Jedi that overnumber them. They need something to keep them alive during situations like this, and for that, I ask you all to consider this and take it into your mind that this is a front worth protecting for the good of the game.
Message Edited by Ternque01 on 07-29-2005 10:45 AM
TenshiHanaKinu wrote:
Quandry wrote:
I predict in the next couple publishes they lowere the healing power of lower level skills. Healing dablers are too strong imo.
This is a good start...Wonder how it will effect our sprey as master...stronger?
Tiggs says that the current Healing values are the values of Advanced, and that the other skills will be reduced versions of these.
Message Edited by TenshiHanaKinu on 07-27-2005 08:37 PM
I'm pretty sure you have it backwards... as of now its all improved, will be fixed so advanced works.
TenshiHanaKinu wrote:
My point here is this: I don't care what your template is. I don't care how little or how much healing you have in it.
If you pick up Center of Being, do you think you should have TK 0100's Improved COB just by picking up more Defense in another profession? Save yourself some skill points but get the benefit of Improved COB with just CoB just by adding some Defense that you were going to get anywhere?
Should you get a +40 buff with Adrenaline Boost atDoc xxx2 when at Doc xxx4 there's Improved Adrenaline Boost that grants it just by upping your Augmentation Efficiency?
Should you get the full holding time of Advanced Stopping Shot (Master Pistoleer) just by picking up Pistoleer xxx2 for Stopping Shot just because maybe you pick up some Ranged Accuracy in some other profession?
There has always been "Levels" to each attack, to each Heal, to each defense. If you want a better version of something you go and spend the points to be better with that something. Pre-CU your healing power was tied to your Stims. Each stim had a cap, so if you only had a certain amount of Medical Knowledge you could only use a certain level of Stim. That capped your ability to heal. There were levels of skills with different modifiers, too.
Now with the CU we have Standard, Improved, and Advanced versions of everything. Now should a Standard technique ever be comparable to the Improved or Advanced version of that same Technique? If so, what is the point of even having Improved or Advanced Versions? Dabbling is fine, but the system is there for a reason. If you aren't willing to get the Advanced version of a thing.. you shouldn't get the full benefit by trying to circumvent the system. This is being fixed. They caught this bug. Sorry, but to those of you who are mad at me, you knew this was broken.
I'm in no way mad at you. I have picked up the Advanced versions of the healing items that I need, and it suits my needs. I would have a few words to say to the players, producers, and developers if my Advanced versions of Bacta Toss and Spray were nerfed because they misinterpreted player sentiments that a MCM or MD should be FAR superior at healing than someone who has aquired these Advanced versions.
Many players gripe that no one should heal as well as a MCM or MDoc, but players who have mastered these professions pick up skills and abilities that FAR exceed those only dabbling. MCM's and MDoc's can rez, buff, state, debuff, and use crowd control specials, which players who dabble for healing DO NOT get to use.
For those who wish to nerf the healing abilities of those who have picked up the Advanced versions of particular healing skills because they do not possess the complete mastery of the profession, I urge them to consider the negative implications for non-Jedi in the GCW. Non-Jedi NEED to be able to dabble and heal effectively just to be able to SURVIVE. After all, Jedi can pick up 4000 healer; why shouldn't non-Jedi be able to do the same.
It costs Jedi 52 skillpoints (I'm including ALL of the required FS trees, but if you exclude them, it costs Jedi only 28 skillpoints to pick up the majority of their healing capabilities) to heal very well. It costs non-Jedi 72 skill points to pick up CM 4000 and 63 skill points to pick up Doc 4000, and I'll be damned if non-Jedi have to spend 121 skillpointsfor MCM or 106 skillpoints for MDoc to heal as well as a Jedi who really only goes 28 skillpoints out of their way to get their healing.
Be careful what you wish for when you call for masters to be the only ones who can heal well. You could be sealing the tomb on all of the non-Jedi in this game.
Ternque01 wrote
It costs non-Jedi 72 skill points to pick up CM 4000 and 63 skill points to pick up Doc 4000, and I'll be damned if non-Jedi have to spend 121 skillpointsfor MCM or 106 skillpoints for MDoc to heal as well as a Jedi who really only goes 28 skillpoints out of their way to get their healing. Yes, this is a major sore point for alot of people other than Jedi and we are hoping that their healing abilities will be reduced from that single tree as are the non-jedi healers. Of course the chances of that happening are....well nevermind. It would be nice if they at least put infusion in a different tree.
Be careful what you wish for when you call for masters to be the only ones who can heal well. You could be sealing the tomb on all of the non-Jedi SOLOISTS in this game. Fixed it for ya