Combat Medic Archive

Thread: Nerf CM's? AKA To the whiners:

Mierin123
Wed Jun 16, 2004 9:43 pm
#14






PoisonPeZ wrote:

I have an area poison which ticks for860 which can be stacked with a single-target poison that tics for 1060. I have an area disease which tics for 538 wounds which can be stacked with a single-target disease that tics for 560 wounds. If I eat Havla I can chuck the stuff at an insane rate. There are alot of people who have better "stuff" than me.


If I throw the stuff at someone who doesn't have a doctor nearby, they are DEAD. I have assisted in the deaths of at least three Dark JediGuardians (players).


As far as I know, combat medicswere not in any "Star Wars" movies, literature or games - until now- yet they are the most dominant force in this game.


I have played otherprofessions which have been nerfed to the dust and this is the first profession in which I support nerfing.





I think some of the problem is the ability to stack the different levels of poisons. I don't think you should be able to stack anything. Doing just that will probably help to decrease the damage a CM can do. But I personally think it is crazy that people are crying about dying if you don't have doctor around. You should have tactics if you are going into battle and one would definitely have the team that you need to be effective ie. doctor, cm, etc etc. You can easily counter a CM poison if you yourself bring one to the fight. You can be healed if you bring a doctor. It isn't a CM's fault or the CM profession's fault that you go into battle without thinking about all you may encounter and take measures to counteract them.




Mi'erin-Master Bounty Hunter
Scylla

Cyndane-Master Combat Medic, Rifleman, Doctor
Scylla
Rchuno
Wed Jun 16, 2004 11:14 pm
#15

My reply has been and always will be... What were you doing while the CM put 2 poisons and 2 dieses on ya? I liked it when it took 8 seconds between throws. Heck that food killed this argument. Grrrr Devs why was that food put in again?



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
Laughing_Scorpion
Thu Jun 17, 2004 2:35 am
#16

probably running the 98 m to catch up i should think
Aladine
Thu Jun 17, 2004 8:48 am
#17

I'm not an avid PvPer so I don't tend to jump on the nerf this or nerf that bandwagon, but I have one question for combat medics. What reason do you have for being the only class NOT included in the 75% damage reduction? This is not a flame or anything, I just really want to know. For all I know there is a DAMN good reason for you not to be. Just wondering.


Thanks

Cryo



Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
Member of Silverwolves
Sony's Direct line that patches you in to their switchboard/live operator : 858-577-3100 and their Fax: 858-577-3313
jfang
Thu Jun 17, 2004 9:10 am
#18






Aladine wrote:

I'm not an avid PvPer so I don't tend to jump on the nerf this or nerf that bandwagon, but I have one question for combat medics. What reason do you have for being the only class NOT included in the 75% damage reduction? This is not a flame or anything, I just really want to know. For all I know there is a DAMN good reason for you not to be. Just wondering.


Thanks

Cryo







Since I think you are actually answering the question (as opposed to trolling)...


For the sake of argument, assume that riflemen and carbineers can do 400 damage per second, and pistoleers can do 100, and assume that there are no other "special circumstances" (such as damage types, state attacks, etc), and that they should in theory be equal. However, it is fairly obvious that pistoleers are much weaker than carbineers and riflemen, and it is not very balanced. Now, if the devs put a 75% damage reduction on riflemen and carbineers, all of them do about 100 damage per second, and are balanced.


Implementing a 75% PvP damage reduction would simply bring back the original situation, only at 1/4 the original level. To argue that combat medics should get a damage reduction like everybody else implicitly makes the assumption (which may or may not be true) that everybody was balanced before the first reduction happened. So in the above example, you would end up with pistoleers doing 25 dps and carbineers and riflemen doing 100 dps, which is about as unbalanced as before you started.


The common belief is that combat medics did not receive a 75% damage reduction because they did not need one, they were originally underpowered and the 75% reduction brought everybody else down to their level. Put another way, one could argue that PvP combat is the base line, and that all classes except combat medic have a x4 multiplier in PvE combat.


Whether or not combat medics are balanced with everybody else in current PvP is another argument I do not want to get into (as invariably this subject degenerates into an unproductive flame war). But that is the generally accepted reasoning why combat medics didn't get a 75% PvP damage reduction.

QstrikeEUC
Thu Jun 17, 2004 9:58 am
#19

Well I was MCM and while it was good for PvP, it really did suck for PVE and for your question, the CM abilities are medical, and if your gonna nerf their poisons 75%then they should nerf your 2500+ buffs and the 400 heal stim B's everyone else uses to heal their damage in PvP 75% as well. It would only be fair.
Aladine
Thu Jun 17, 2004 10:58 am
#20






jfang wrote:






Aladine wrote:

I'm not an avid PvPer so I don't tend to jump on the nerf this or nerf that bandwagon, but I have one question for combat medics. What reason do you have for being the only class NOT included in the 75% damage reduction? This is not a flame or anything, I just really want to know. For all I know there is a DAMN good reason for you not to be. Just wondering.


Thanks

Cryo







Since I think you are actually answering the question (as opposed to trolling)...


For the sake of argument, assume that riflemen and carbineers can do 400 damage per second, and pistoleers can do 100, and assume that there are no other "special circumstances" (such as damage types, state attacks, etc), and that they should in theory be equal. However, it is fairly obvious that pistoleers are much weaker than carbineers and riflemen, and it is not very balanced. Now, if the devs put a 75% damage reduction on riflemen and carbineers, all of them do about 100 damage per second, and are balanced.


Implementing a 75% PvP damage reduction would simply bring back the original situation, only at 1/4 the original level. To argue that combat medics should get a damage reduction like everybody else implicitly makes the assumption (which may or may not be true) that everybody was balanced before the first reduction happened. So in the above example, you would end up with pistoleers doing 25 dps and carbineers and riflemen doing 100 dps, which is about as unbalanced as before you started.


The common belief is that combat medics did not receive a 75% damage reduction because they did not need one, they were originally underpowered and the 75% reduction brought everybody else down to their level. Put another way, one could argue that PvP combat is the base line, and that all classes except combat medic have a x4 multiplier in PvE combat.


Whether or not combat medics are balanced with everybody else in current PvP is another argument I do not want to get into (as invariably this subject degenerates into an unproductive flame war). But that is the generally accepted reasoning why combat medics didn't get a 75% PvP damage reduction.








Ok I do understand your point when you take damage type and armor out of the argument, and perhaps after the armor nerf and the combat rebalance this will again become the case (I hope,) but it seems to me that with the fact that there is damage type, and armorbeing used 99% of the time in PvP making this comparison is like comparing apples to oranges.


It seems like everyone is using at least 65% composite with 80% kinetic protection (with many using stuff much better but I'm going to use lower numbers to represent those like me who don't buy PvP specific gear.) This means that when comparing the 1000 DPS of the carbineer, hit by the 75% reduction, drops it to 250 DPS, then stacked with the 65% resists on the armor you then goto 87.5 dps (no 50% armor reduction because most classes have a weapon that is at least AP1,) while the combat medic stays at the 250 DPS (starting here not 1000 being their reasonnot to get hit with the 75% damage reduction.) Doesn't this turn the tables into the combat medic's favor in a big way?


I can see why to not apply the 75% to them, but perhaps another solution forcombat medicswould be togivea damage "type" to poisons and disease like weapons have, so the resists that are in place on armor could balance the equasion evenly.Again this is not a flame, and maybe my math is off, but it seems to me that if you take into consideration "average" resists then perhaps the combat medics' damage should suffer some penalty, althoughnot the 75% because that would be overkill.One other option would bea 40-50% to bring their damage in line with the rest of the classes.


What are your thoughts on this?




Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
Member of Silverwolves
Sony's Direct line that patches you in to their switchboard/live operator : 858-577-3100 and their Fax: 858-577-3313
DarthEhrgeiz
Thu Jun 17, 2004 11:09 am
#21






Aladine wrote:

I'm not an avid PvPer so I don't tend to jump on the nerf this or nerf that bandwagon, but I have one question for combat medics. What reason do you have for being the only class NOT included in the 75% damage reduction? This is not a flame or anything, I just really want to know. For all I know there is a DAMN good reason for you not to be. Just wondering.


Thanks

Cryo






Also why is CM the only class able to stack DOTs, if they get to keep that feature after every other profession in game had it nerfed then it needs to be un-nerfed so we can all stack DOTs again and said DOTs should incap just like a CM's mind DOTs that tick for insane amounts every few seconds.



Ehrgeiz Zwiehander
jfang
Thu Jun 17, 2004 11:20 am
#22






Aladine wrote:


Ok I do understand your point when you take damage type and armor out of the argument, and perhaps after the armor nerf and the combat rebalance this will again become the case (I hope,) but it seems to me that with the fact that there is damage type, and armorbeing used 99% of the time in PvP making this comparison is like comparing apples to oranges.


It seems like everyone is using at least 65% composite with 80% kinetic protection (with many using stuff much better but I'm going to use lower numbers to represent those like me who don't buy PvP specific gear.) This means that when comparing the 1000 DPS of the carbineer, hit by the 75% reduction, drops it to 250 DPS, then stacked with the 65% resists on the armor you then goto 87.5 dps (no 50% armor reduction because most classes have a weapon that is at least AP1,) while the combat medic stays at the 250 DPS (starting here not 1000 being their reasonnot to get hit with the 75% damage reduction.) Doesn't this turn the tables into the combat medic's favor in a big way?


I can see why to not apply the 75% to them, but perhaps another solution forcombat medicswould be togivea damage "type" to poisons and disease like weapons have, so the resists that are in place on armor could balance the equasion evenly.Again this is not a flame, and maybe my math is off, but it seems to me that if you take into consideration "average" resists then perhaps the combat medics' damage should suffer some penalty, althoughnot the 75% because that would be overkill.One other option would bea 40-50% to bring their damage in line with the rest of the classes.


What are your thoughts on this?







As you said, it is like comparing apples to oranges though. For example:


-"If you have a good doctor who is curing poison, you can nullify 100% of the damage potential of a poison indefinitely. You can't completely nullify a headshot except with a very short term flameout."

-"Poisons and diseases continue to tick, even if the combat medic goes out of range or is killed, at least you can stop a fencer from hitting you."

-"I get 40 uses of my poison which cost 10k. How many times can you fire your Jawa Ion Rifle?"

-"Anybody can pick up a set of armor, but few can use disease cures."

-"The only problem is that it is mind damage. If you got hit with a health poison, would you care at all?"

-...


I could probably come up with another dozen (at least) comments made comparing poisons with "standard" weapons. Fundamentally though, poisons (and all DOTs) are different, and doing a straight DPS comparison is not fair (either for the poison or for the gun). As you said, it is simply comparing two completely different things. Balancing them is a very tricky task, above and beyond simply crunching numbers.


In any case, it is something of a moot point. As I understand it, the devs at the fanfest have unofficially restated that they liked how poisons and diseases were working well. This will likely need to be re-evaluated post poison-mitigation spice, and very much after the combat revamp (HAM all being healable will change things drastically for everybody). However, until then, I do not expect to see any major changes to combat at all, including but not limited to poisons and diseases, simply because the devs won't want to spend time with a change which will be made obsolete in 2 months..
Arenrag
Thu Jun 17, 2004 11:50 am
#23







Aladine wrote:


I can see why to not apply the 75% to them, but perhaps another solution forcombat medicswould be togivea damage "type" to poisons and disease like weapons have, so the resists that are in place on armor could balance the equasion evenly.Again this is not a flame, and maybe my math is off, but it seems to me that if you take into consideration "average" resists then perhaps the combat medics' damage should suffer some penalty, althoughnot the 75% because that would be overkill.One other option would bea 40-50% to bring their damage in line with the rest of the classes.


What are your thoughts on this?







I've got to agree here. This only makes sense. Every type of attack from every other class in the game is able to be resisted by some degree by armor or foods (there is a food for poisons/diseases but it does not work, I've tested it). [Edit: Forgot to mention that dodge, counterattack, block, and melee and ranged defenses do nothing to negate the poisons and diseases. There is NO defense vs. a CM's poisons and diseases(except a Doctor) at the moment. That is the main problem I think.] Why should the poisons and diseases be an exception? Even stun weapons can be resisted now with stun armor. They just need to fix the food to reduce the poison/disease's effects and make Havla (sp?) not work for throwing poisons/diseases. Seems that was put in the game to help doctorscure the poisons because they didn't have an area cure whereas the CM's have an area poison.


But those times you can't find a Doctor to PvP with you? You're just not supposed to PvP? That sucks! I'm a Doctor and just became a CM last night. Not to poison and disease, but to area heal and heal mind. I'll get some poisons just to keep people at bay if I need to.

Message Edited by Arenrag on 06-17-2004 10:58 AM





Captain Xid' of the Rebel Army - Former RECON Unit Grunt.

Don't do anything you'll regret and you'll never regret anything you do.

Zid: 60 Gnome Mage on Malfurion, Renrag: 60 Undead Rogue on Frostmane

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Laughing_Scorpion
Thu Jun 17, 2004 6:50 pm
#24

see how well you can nullify the effects indefinately when someone stacks more than one poison on you .,.. i dont think so
Spence-
Thu Jun 17, 2004 10:04 pm
#25

I must be a whiner Nerf CM.



Spence'- Bounty Hunter
Adieu- Master Cm, Carbine 4.0.0.0 doc
Deadly Intentions
KarVastor
Thu Jun 17, 2004 10:51 pm
#26

This is my suggestion. I am a Master Doctor/TKM template. However, going up against a CM I have no chance. You would think doctors and cms are antithesis but they aren't. I suggest if CMs can do area poison, then doctors should do area heals. If CMs can do mind damage, Doctors should be able to do mind heals. These to professions should counterbalance each ohter. There's no way a CM should be able to poison a doctor before he can adaquately heal himself. At best, A TKM/CM vs a TKM/Dcotor should come down to skills as TKA because realistically doctor and a cm should cancel each other out.
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