Combat Medic Archive

Thread: Combat Medic Issues Breakdown: Remaining and New Issues

Raanan
Fri Apr 02, 2004 6:23 am
#14

Wow, I'm impressed! The cm's who frequent the boards must be a better breed than the ones I keep running into on my server. Well, at least in this thread. I didn't catch an indication of wanting to be gods like the cm's on my server. Kudos.


Anyway, a non cm here just posting what it looks like to me.


To the guy who said the value of diseases needs to be looked at, seriously... having 166 max mind taken off every tick is seriously powerful in pvp. I duelled my only cm buddy the other night and he literally took me to 1 mind in aobut 10 seconds with poisen and shortly after had my mind bar half way black (have 1100 mind base)due to his disease. He could have punched me and incapped me... that's pretty powerful for a support class. However, I was hunting night sisters with him today and you are so right. Your pve damage is pitiful compared to pure combat professions. Still, it seems balanced in that aspect to me. You are after all, not primarily combatants. Combat medics are medics with combat ability, not solders mind you, medics. You're the guys on the front lines keeping people alive while the doctors back at hq are doing the major surgeries. The pve aspect of it is really mute though. Wounds don't mean jack in pve as once your target is dead, that's it. Doesn't matter who gives the wounds or how. Wounds in pve don't make a difference period.


I didn't know you guys required doc components for your various products. Seems off to me if docs don't need cm components. I'll hop on that wagon


God, please tell me you don't want faster diseases and poisens. As I already said, I was basically done for in about 10 seconds by my cm buddy. I can only do that as a blademaster if I manage to get my opponent on their back. Even then, if they get right back up and don't fall back down due to being dizzy, there's no way I can take a good combatant down in 10 seconds.


The flame dot isn't an issue at all anymore since the dot changes. I know, I used to be a master commando. If the devs would just fix the timer bug so it wouldn't kill people by unavoidable triple incaps, fireblankets wouldn't have any use in the game at all. They already have minimal use. Who cares whether you guys or docs get it?


As for damage mitigation, the only way I as your average player would be for giving cm's damage mitigation would be if your poisens and diseases were restricted by damage mitigation. It's blatently obvious to anyone who pvp's how powerful it is to have a cm with you. To make you harder to kill without making it harder for you to do so much damage would just exacerbate the situation making you guys more of a flavor of the month and really... do you want to degrade your profession like that? Make it the stipend profession for all the l33t d00ds out there? ( I know, I know... odd coming from a Blademaster... in fact though I'm really a smuggler. Fencer was a holo)


Finally, before I make my exit, I don't understand /mindheal. Why the blazes isn't it a stim? I had no idea until today it was a skill along the lines of mend damage and mend wounds for medic (former master medic as well). I understand now why I rarely see mind being healed. My buddy cm half way black barred his mind AND secondaries with only a few heals! That's ridiculous! A high mind cost anda long recycle time I could understand buta high mind cost decint recycle time and massive wounds at the same time?! Makes mind healing pretty much useless if you ask me.


But, like I said, just a non cm posting my thoughts.




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Strel
Fri Apr 02, 2004 11:12 pm
#15

Cures are more powerful? Thats an issue?! Youre joking right. Maybe if they give docs area cures. Listen up buddy, we need a NERFING. Serious nerfing.



Strel Samodelkin, Colonel in the Imperial Army

Belaya Gvardia, Sunrunner's Elite Imperial PvP

DerHundDaddy
Sat Apr 03, 2004 3:38 pm
#16


For what it's worth, I think that Gnuut/ Grau'din has it (mostly) right. I've added in a few comments/suggestions:




Gnuut wrote:




vortexala wrote:




6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue) Only issue I have with cures is the resources needed to craft them are ridiculously easy to obtain compared to how rare the resources needed to craft the poisons/diseases.


The issue is more an interdependency thing for me. If the Docs needed components from a CM to make the cures, then they would have rareness & quality issues directly related to the CM community. CM folks would then have a way to make money from a wider group of customers.



7. Flamethrower/On Fire Cure(Docs got this one) I still think we should have gotten this over doctors. You don't get the On Fire state in a hospital, you get it in combat. Since we are supposed to be the best combat healers it makes sense for us to be able to cure it. As it stands now we can only heal 5 out of 13 combat damage types which makes us poor combat healers.


8. Usefulness of Disease needs to be examined. I'd like to see disease add state effects.


Disease is useless in PvE and seems to have limited use in PvP. I propose a couple of ideas to make them useful in both places:


1. Let diseases behave like a Spice downer .. Stat pool is reduced and you have mandatory barf animations over a period of time. The pool suppression seems directly useful :-) .. and the forced barf animation would act like a periodic KD. The quality of the disease would determine the severity of the stat suppression, the length of time to suppress the stats and the frequency of the barfs.


2. Let diseases inflict state conditions like blind, stun, dizzy, intimidate.


9. PvE damage needs to be examined. I'd like to see an increase of at leastanother 100% (effectively doubling our current damage) in PVE.


Agreed that we need a damage increase, if nothing is done for item 8 above.


10. Healing while mounted I could see thrown stims as being the only ones that can be used while mounted. But if the coding is done wrong it may also let us throw poisons while mounted and that could spell disaster.


A small deal in the grand scheme of things


11. DoT Duration vs Tick Intervals needs to be examined. I think a damage increase would solve any complaints with this.


Depends on what happens with 8 and 9.


12. Experimentation:Full experimentationon CM Stim components is desired. It would be nice but there are more important issues to be addressed imho.


I think theinterdependency with Docs are good, since they can produce better components. I believe that the cure poison & disease should have ainterdependency too. See item 6.


13. Increased Range for /mindheal I would prefer the wounds lessened and use interval increased. Once every 30 seconds seems fair to me.


Agreed


14. Damage Mitigation of some form for CMs All ranged classes and melee classes have mitigation vs the type of damage their class does. It stands to reason since our class does damage with poison and disease then we should get damage mitigation or at least inherent resistances to it.


Agreed









DerHund
Kauri Galaxy - Polaris, Naboo
Master Combat Medic (12 Exp Points) / Master Pistoleer
_____
Satisfying your need for Ranged/AOE stims, poisons, and diseases
through my vendor in the Polaris, Naboo Mall @ -6938 -3453.
All use/skill levels are supported!
Zito75
Sat Apr 03, 2004 4:54 pm
#17

Does anyone else think that we need some defense stat mods? I would definitley trade in the burst run and terrain negoitation for maybe like a split dmg mitigation between melee and ranged? Or maybe some state (dizzy, stun, etc.) or KD defense?I don't think this is asking too much...we are COMBAT medics after all



Zito Ipod - Radiant
Master Rifleman - Master Combat Medic
Kavedawg
Sun Apr 04, 2004 3:32 pm
#18






Zito75 wrote:

Does anyone else think that we need some defense stat mods? I would definitley trade in the burst run and terrain negoitation for maybe like a split dmg mitigation between melee and ranged? Or maybe some state (dizzy, stun, etc.) or KD defense?I don't think this is asking too much...we are COMBAT medics after all






I am more for an indirect method to increase CM defenses rather than just giving CM's a direct increase to skill stats. Giving CM's more craftables for use in combat such as area status effects would offset the lack of defense mods to the CM profession and would also benefit the group.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Sun Apr 04, 2004 9:58 pm
#19

Kave? Izzat really you?



-----------------------------------------
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
DerHundDaddy
Mon Apr 05, 2004 4:35 am
#20






Zito75 wrote:

Does anyone else think that we need some defense stat mods? I would definitley trade in the burst run and terrain negoitation for maybe like a split dmg mitigation between melee and ranged? Or maybe some state (dizzy, stun, etc.) or KD defense?I don't think this is asking too much...we are COMBAT medics after all






My burstrun & terrain negotiation, together, have kept me alive in hilly terrain more than once. I think that durability when trying to aid the team is what should be granted to CM folks. Perhaps a temporary increase to dodge or block when healing teammates.


Just a thought,



DerHund
Kauri Galaxy - Polaris, Naboo
Master Combat Medic (12 Exp Points) / Master Pistoleer
_____
Satisfying your need for Ranged/AOE stims, poisons, and diseases
through my vendor in the Polaris, Naboo Mall @ -6938 -3453.
All use/skill levels are supported!
Page 2 of 2