Combat Medic Archive

Thread: Needed Nerf (poison strength)

Hotrodg
Tue Apr 06, 2004 12:22 am
#14






vortexala wrote:

Ok, let's look at this example.

Lets say a new loot is introduced which gives TKM a Stun Damage VK




/shudder. Don't even talk like that!



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boeginanboeginanboeginanboeginanboeginanboeginanboeg
inanboeginanboeginanboeginanboeginanboeginanboeginan}} Colonel
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} Boeginan Hega
inanboeginanboeginanboeginanboeginanboeginanboeginan}} Master Smuggler
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} RFury
inanboeginanboeginanboeginanboeginanboeginanboeginan
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} Desiasre Hega
inanboeginanboeginanboeginanboeginanboeginanboeginan}} Master Weaponsmith
boeginanboeginanboeginanboeginanboeginanboeginanboeg}} RFury
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JediQuic
Tue Apr 06, 2004 1:28 am
#15

Your gripe is with mind damage, not realy the poison. The only differance in the poison and a Riflemen Head shoting you to death is He isRequired to be "Alive" and in Line of sight when thedamage is being delt.


Poisons on the other hand is a Fire and forget weapon of VERY limmited damage potential. So we are forced to use every aspect of the poison to our advantage, Throwing mind poisons and then Hiding out of sight while it takes effect (About 30-60 seconds depending on buffing).......Now if i EVER saw a complaint about CM's throwing poisons and running away then yeah, it would be a Valid arument....But all i have EVER seen is; "Nerf the mind poison" "75% Reduction..." "Poisons TOO Powerfull" "CM Imbalanced" and "Needed Nerf (poison strength)"...all of wich revolve around Some CM using a mind poison and some player who didn't know how to deal with it.....I Get killed all the time, so there players out there who know how to deal with it.


I see it as very Balanced, We are just in a differant league....You wouldn't expect an NFL player to be a Good player in MLB....Just the same you wouldn't expect a Cheff to be able to compete with a TKM in a Duel.....If you want to Fight Combat medics, Learn the Tricks to beating them(TKM have INATE Tools for this, Docs are also a perfect choice).


Or, Like vortexala said, just wait till they Un Nerf stims healing mind damage(With the HAM Changes) and then all your worries are gone with one pool being Tacticaly stronger than the other in PvP like they are now.
Noidd
Tue Apr 06, 2004 1:39 am
#16

I think thata big part of this is that there is no defense against a poison (Doc excluded). You mention Krayt weapons and how high of damage they are/can be, but everyone has a defense against them which is armor.It's the same with stun weapons, armorsmiths can make stun resist composite with high end base stats for everything else. Once you get raided with 10+ CM's and everyone in your group gets both poisoned and diseased, it's like hitting an instant win button for CM's. Docs are of no help when they can barely keep up with their own diseases let alone a group of 10+ that need healing.


They made fire blankets for those that get burned, how about some anti-venom/poison or whatever you want to call it for when joe shmoe gets hit by a CM? You could say that it won't entirely rid the poison from you, yet it will decrease the severity of the ticks. That would be my suggestion, instead of an overall nerf of the profession. This way, no one's soely dependant upon the CM to be the damage dealer, they actually will have to fight. The way it is now, everyone includes CM in their template so we have an over abundance of CM's which does not make PvP very enjoyable.



My two cents for what it's worth...



Noidd


vonbraat
Tue Apr 06, 2004 1:47 am
#17




Tymothi wrote:
I doubt one poison was responsible for this. Whoever poisoned you probably stacked many poisons together, it is common for just about all CMs to do so.






no. one poison can do this using a fairly common loot drop from the geonosian cave



and there was much rejoicing...
Melt304
Tue Apr 06, 2004 1:58 am
#18






vonbraat wrote:






Tymothi wrote:

I doubt one poison was responsible for this. Whoever poisoned you probably stacked many poisons together, it is common for just about all CMs to do so.









no. one poison can do this using a fairly common loot drop from the geonosian cave





and it needs to be adjusted.










`·._.·Melt ·._.·´¯)
(_-·._
Dark Jedi Master·._-·._)
Dallben
Tue Apr 06, 2004 4:42 am
#19

I've been in and out of CM a few times... I actually use my CM for guild hunts (pve) and not PvP. No real reason for this... I just pvp with a different toon.


Anyway.. one major problem with CM is..


In PvP it seems overpowered due to the ability to hit a pool (mind) that you can't heal. While in PvE the damage output does not scale to most any classes output. My master CM would need to run a lot and hope for some terrain help to take down a nest that my master pikeman can just stand on and spam to death in a couple seconds.


If CM damage is "nerfed" then the class will have even less damage output in PvE. This actually has been a somewhat related problem in other games I've played. The companies do not look at the total picture (and its hard for players to do so also). A PvP style nerf in a game where many people only play one toon... Can have massive consequenses on the PvE side. I personally would just as soon never PvE... but I do so because many in the guild enjoy it a lot. This actually can be reversed... If CM damage was raised to "on par" for PvE... what cries would we then hear even louder on the PvP end... would "normal" poison then hit for spider venom type damage. Balance actually can be hard to achieve.


So as pointed out by numerous posts...


In this relation... if you nerf CM... not every CM PvP's but they will be nerfed as well.


As far as the stun resists in your armor go (original poster)... The Fencers I've seen with stun batons... Stun resist in armor made no difference at all. Broken or not... the batons I've seen would slice through that armor like butter. I've not checked out ranged stun weapons because not many people I know are ranged atm (as in people I would talk to enough to find out). This of course is just my opinion...




XingYuen
Tue Apr 06, 2004 7:24 am
#20






warrecker wrote:

ok, I know all you CM's out there will flame me for this, but it needs to be done. Last night i decided to try out my skills as master fencer. I was fully buffed to about 2900, with 2 brandies going and 2 canape(sp) for regens. I was brought down within 10 seconds by a cm/rifleman due to the fact that i was mind poisoned for 1100+ per tick. And no, it wasn't master head shot that got me.. I was able to dodge most attacks from that. In my opinion, any move that can inflict that kind of damage to a non-healable pool is grossly overpowered, plain and simple.. no defences or amount of skill mods could prevent this. Now i've always been against nerfs, seeing them as mostly un-needed.. from being a BH since August, i know all about nerfs.... I just think its completely pointless to pvp against a person who can toss a poison, damage a person with 1100+ damage ever few secs, andjust sit there til the mind of the target is at 1 and then use a default attack to incap them. Something needs to be done. Someoneplease try andconvince me that a poison/damage of that magnitude is somehow fair/balanced.






You could offset 100% of this poison damage with 4040 doctor.




Xing Yuen

Rchuno
Tue Apr 06, 2004 8:33 am
#21






Noidd wrote:

I think thata big part of this is that there is no defense against a poison (Doc excluded). You mention Krayt weapons and how high of damage they are/can be, but everyone has a defense against them which is armor.It's the same with stun weapons, armorsmiths can make stun resist composite with high end base stats for everything else. Once you get raided with 10+ CM's and everyone in your group gets both poisoned and diseased, it's like hitting an instant win button for CM's. Docs are of no help when they can barely keep up with their own diseases let alone a group of 10+ that need healing.


They made fire blankets for those that get burned, how about some anti-venom/poison or whatever you want to call it for when joe shmoe gets hit by a CM? You could say that it won't entirely rid the poison from you, yet it will decrease the severity of the ticks. That would be my suggestion, instead of an overall nerf of the profession. This way, no one's soely dependant upon the CM to be the damage dealer, they actually will have to fight. The way it is now, everyone includes CM in their template so we have an over abundance of CM's which does not make PvP very enjoyable.



My two cents for what it's worth...



Noidd







Ok that is just funny. The same people who use fire blankets also are the exact same people who cure you of disease and poisons. They are called cure packs and every doc that PvPs or PvEs should keep a crate of them in their pack. Now if you want to just reduce the damage... Which I don't see why you would want to do this, just totaly get rid of it.... That is an odd request. At the moment there are already resists out there to our poisons and although 90% of non-CMs don't know that they actualy work they do work.


If you are fighting a group of 10 CMs and can't kill them all you are a sad group if you are of a comparable size and mixed profesions. against 10 CMs I would sugest 5 docs. (Smart ones that actualy experiment the effectiveness of their cures.) Also for diseases that only tick every 40 seconds if they can barely keep up with themselves tell them to put down the rifle and concentrate on healing and not fighting.





****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
Gnuut
Tue Apr 06, 2004 8:51 am
#22





Noidd wrote:


Once you get raided with 10+ CM's and everyone in your group gets both poisoned and diseased, it's like hitting an instant win button for CM's. Docs are of no help when they can barely keep up with their own diseases let alone a group of 10+ that need healing.




It's kind of funny, yesterday I was involved in a base takedown and we had 2 CMs and 3 Docs vs 15 other players. 6 of the enemy players were CMs who did nothing more than clone zerg us. We still pulled off the base destruction using tactics. We held off on DBing the CMs and diseased their mind pools to make them as useless as possible. We removed their Docs as soon as we could. Just goes to show you that multiple CMs don't always win a fight when you use your head.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Morganite
Tue Apr 06, 2004 10:26 am
#23






vonbraat wrote:






Tymothi wrote:

I doubt one poison was responsible for this. Whoever poisoned you probably stacked many poisons together, it is common for just about all CMs to do so.









no. one poison can do this using a fairly common loot drop from the geonosian cave




Yes, it is a now extinct drop, the 232 power venoms, and the 312 power venoms, mostly attained by people who exploited the Geo caves before they were opened to attain large stockpiles of this stuff.. Of course they arent going to ban these people *cough* Dolph, that is 14 bucks a month SOE looses out on. They certainly aren't going to remove the exploited venom's either, that would make to much sense..



It is "fairly common" because morons with no lives sat and camped the caves, hell, they still do. Another show of their obvious lack of intelligence by SOE, put some top-shelf loot for a number of professions all in 1 cave where people can afk-camp it much easier. Brilliant SOE, bravo!







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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Heltain
Tue Apr 06, 2004 12:02 pm
#24

Sorry to interrupt, but i've been playing this game since it went live and people always whined about professions that were supposedly overpowered in their view. This is usually not dependant upon calculations or any objectiv arguments, but on perceptions, missconceptions and general sore loserdom. No point in arguing with the nerfherders.

There's won't be a problem with the fire breathing spider venom once mind gets healable, so why would you want us to loose one of our 2 lootdrops that may drop 6 times a day, because some whine about them ?
The spider venom just gives us the option to be on par damage output wise with the uberstuff the other combat professions have. The good PvP rifleman have their uber Jawa Rifle, Pistoleers got their Genoblaster, Carabiner don't count, TKM rawling fowls you to death etc...

What would be useful is that the poison resists get better, so that not every or nearly every application sticks imo and that the bugs are repaired.
Synfoola
Tue Apr 06, 2004 5:25 pm
#25






Morganite wrote:





vonbraat wrote:






Tymothi wrote:

I doubt one poison was responsible for this. Whoever poisoned you probably stacked many poisons together, it is common for just about all CMs to do so.









no. one poison can do this using a fairly common loot drop from the geonosian cave




Yes, it is a now extinct drop, the 232 power venoms, and the 312 power venoms, mostly attained by people who exploited the Geo caves before they were opened to attain large stockpiles of this stuff.. Of course they arent going to ban these people *cough* Dolph, that is 14 bucks a month SOE looses out on. They certainly aren't going to remove the exploited venom's either, that would make to much sense..



It is "fairly common" because morons with no lives sat and camped the caves, hell, they still do. Another show of their obvious lack of intelligence by SOE, put some top-shelf loot for a number of professions all in 1 cave where people can afk-camp it much easier. Brilliant SOE, bravo!










He's right. But those of us who bought those highpowered venoms from peeps weren't stupid. Webought it from peeps who had no use for them for cheap prices. Then weobtained or bought high charge rancor bile from other peeps who had no use for them for even cheaper prices. Then mixed them together. My batch of 336 power venom mind single poison, which I had made after Gen Cave Live Day 1, is JUST under 10 usesnow after a buttload of PvP AND PvE. With the right rancor bile you can get well over 180 uses per batch with some of the stuff. I'm sitting on a batch of 5 exceptional biles with 163 charges right now. My only saving grace is that it makes the range horrible and the peeps can't say that I'm exploit-CM bombing when I'm fighting. So, like it or not, until they find a way to cap the power of poisons the nerf cries will continue. Not flaming because I love my class and love it even more throwing this kinda hot shizzle. But the obvious needs to be stated. What the hell were they thinking giving us stuff that powerful? If you search the Lowca trade forums a bit you'll find a post auctioning (Exceptional) Advanced Infection Amplifiers. Poor guy. He had trouble selling them because the power of these (exceptional) AIA's were...141!!! LOL That's a mediocre POST NERF Venom batch right there, folks. SOE guys are trying, at least. This may all be a moot point once mind dmg is nerfed anyways.



" See? You CAN fit a T21 in there!! "
Syn'foola

--Lowca's Gynocologist XXXtraordinaire!!!--
--Elected BABE Founder--
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Noidd
Wed Apr 07, 2004 12:19 am
#26

I believe the jest of my message got lost in translation somewhere


Regarding the anti-poison, I was referring to a combat type and not a doctor being able to use these much like food,drink whatever. A good way to implement it would be to have it use the stomach as drink, that way if you were to double up on brandy, no room for anti-poison, a good trade off.


Now, I'd love to see you go up against 10+ CM's along with 5 or more rifleman in the same group and then come back and say you had no problems with them whatsoever. Not only that, have the CM's garrison themselves inthe bottom of abase throwing poisons when you come within 90m of the base. Not being able to target them and tell me that's fair...So a CM can THROW a poison farther than I can shoot? That's what needs to be taken down, 64m like the rest of the combat professions.


Regarding our defense against CM's, you suggested 5 docs, well it's kind of hard when most of your group are combat oriented therefore do not have any doctor skills. We have most of our buffers at a secure location to avoid them getting hit with posions and diseases as well so that we may quickly get buffed and back into action. We are very coordinated and communicate very well, no matter how much you have of both, it's no defense against a whole raid of CM's/Riflemen using AOE attacks.


I'm not calling for a downright nerf, just a singular defense much like blankets for fire dot's that anyone can use, not just doctors. You could even have Doctors or CM's craft them so that they may earn a little money...It's just to powerful at the present time..


Thanks for listening


Noidd
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