Combat Medic Archive
Thread: You feel nerfed?
MerchantCatt
Tue Jul 27, 2004 11:27 pm
#14
kolli76 wrote:
The latest patch took down range on the CM throws and disabled the use of havla in order to cast poisons and diseases more rapidly, along with the added cast time. Good or bad, whats your take on this?
I never used halva to toss poisons, so no I don't feel nerfed there. I also never tried to try poisons more than 60ms away, so nope don't feel nerfed there either. I feel both are fixes, not nerfs.
Happymob
Wed Jul 28, 2004 12:57 am
#15
I don't feel nerfed. The havla fix was great. The range fix was more good than bad, though I wish we could have a reasonable expectation of reaching 64m and the spread of range between novice and master was higher.
Now they just need to fix the timer reset bug.
kolli76
Wed Jul 28, 2004 4:10 am
#16
Good deal guys, nice to see some positive takes on patches for a change.
neutrineaux
Mon Aug 02, 2004 8:51 pm
#17
Feareredden wrote:
Havla fix: no complaints.
Range nerf--yes, it is a nerf. Getting one--just one--throw in on a jedi on Force Run: near impossible. A little re-adjustment might be in order.
yep. range = a nerf/fix, sloppy implementation or it might have been a legit remedy.
the havla had to go, but it was funny the time i got to try it between when i heard of it and when it vanished. the kryat was bombed, bigtime, lol
Anti-Thug
Mon Aug 02, 2004 10:16 pm
#18
I have no problemwith anyof those fixes...now if you ask me about the innoculations and area cures?
/finds dead horse...beats it
Message Edited by Anti-Thug on 08-03-2004 12:19 PM
Kharrissa
Tue Aug 03, 2004 1:32 pm
#19
"....this just means that we cannot throw at once per second from 90+ meters. Who the hell wants to be able to do that anyway?"
Me.
Anti-Thug
Tue Aug 03, 2004 3:57 pm
#20
Avr wrote:
I'm going to stick my neck out here and say that, I'm going to try a tactic change before I get to huffy puffy. I never did use the range exploit or the other thing, I keep it simple, maximum pain at short distance with good potency.
As for feeling nerfed. No I'm not really that upset about the whole thing, benifits me too you know.
I will simply target enemy docs first, take them down and then throw.
One question I have for you, Do you want us to feel nerfed? Are you rubber necking here? I know your real excited about these nerfs so just seems like your rubber necking
/agree....now that I have calmed down..I am going to try some experiments with my local doc friends...I believe I already have a workaround to the innoculations...just need to test it in many situations.....
Taurant
Tue Aug 03, 2004 3:59 pm
#21
Yep I Sure do now!
Now lemme run down the nerf list . Since my first topic/post got deleted.
Cm Nerf List
1. Range gets chopped in half. Not actually giving us a 65m Cap but putting it so the difference between Novice and Master CM is a grand total of 7m. Gee thanks.
2. Capping Poison/Disease Tosses. Not really a nerf per say and 3 second's isn't too bad. Not high on the nerfometer.
3. Giving us a potential to miss on our tosses. Now this one doesn't make any sense too me although the Nerf Cryers will agree with it. It's a Chemical Agent for crying out loud. How's it supposed to miss. That's just great. This leaves the Uber Cm's with Spider Venom poison the best shot since the accuracy is supposedly based on the Potency of the poison which makes no sense. Very nice. Oh and did I mention that we have no Combat Medicine Accuracy skill mod? Whupps Ah fergot.
4. Giving Doctor's Innoculations and Area Cures. The Innoculations really bothered me. Now they've turned Doctor's into the ultimate Buff one stop shop. In no other game I've played has a game been so solely dependent on 1 class for all of it's buffing.This clearly should have gone to CM's imho. The area cure's didn't really surprise me at all. I have to admit.
OK so if I got all this right. Let's say I'm PvPing with Joeschmoe. First I have to be within 50m of Joe so I can toss a poison on him. Yeah 50. Cuz that's the best I can get with a 35m poison. Ok then I have to hope Joe's Innoculation buff isn't as strong as my poison. Then I have to hope that the poison even lands. Since there's a 5% chance to miss no matter how good my poison is. Very nice. Oh and I can only toss one Poison on him since by the time all that has gone on Joe has already crossed the 50m and lunged at me so I only got one succesful toss on him before we engaged.
Whelp Welcome to the new FOTM Nerf Class of the Month. Combat Medic.
Oh and that 75% PvP dmg Reduction is kinda pointless now dontcha think?
Menoetius
Tue Aug 03, 2004 9:55 pm
#22
For me poison was always a method of time delay. Delay the opponent long enough for me heal.
Combat Medic is more than poison and disease, but people only see this.
Now with these changes will see who is the real Combat Medic and who is not.
Combat Medic is more than poison and disease, but people only see this.
Now with these changes will see who is the real Combat Medic and who is not.
David25
Tue Aug 03, 2004 10:06 pm
#23
Menoetius wrote:
For me poison was always a method of time delay. Delay the opponent long enough for me heal.
Combat Medic is more than poison and disease, but people only see this.
Now with these changes will see who is the real Combat Medic and who is not.
how is it real when everyone on the field will be immune to whatever you try to do?
Menoetius
Tue Aug 03, 2004 10:20 pm
#24
David25 wrote:
Menoetius wrote:
For me poison was always a method of time delay. Delay the opponent long enough for me heal.
Combat Medic is more than poison and disease, but people only see this.
Now with these changes will see who is the real Combat Medic and who is not.how is it real when everyone on the field will be immune to whatever you try to do?
There immune to my ranged and AoE heals? You mean my mindheal won't work?
Poison and disease can be crafted to work under this conditions. I've been pushing Doctor crafting to the limit and beyond for over a year, now I am going to CM to the limit to the same extreme. I really never tested the true potential of a poison and disease pack before. I know I will be able to create a good AoE Cure and Resist pack. So I do this then test various different poisons to find out what works and does not.
Every problem has a solution.
Avr
Wed Aug 04, 2004 12:38 am
#26
I'm going to stick my neck out here and say that, I'm going to try a tactic change before I get to huffy puffy. I never did use the range exploit or the other thing, I keep it simple, maximum pain at short distance with good potency.
As for feeling nerfed. No I'm not really that upset about the whole thing, benifits me too you know.
I will simply target enemy docs first, take them down and then throw.
One question I have for you, Do you want us to feel nerfed? Are you rubber necking here? I know your real excited about these nerfs so just seems like your rubber necking 