Combat Medic Archive

Thread: Discussion Topic: Disease

santachristo
Tue Oct 05, 2004 11:48 am
#14

it should tick every 5 seconds or so on.+

resistance buffs should be crafted and done by combat medics. (or at least some of the compounend should be crafted by cms)

diseases should still be healed by master docs, and the bf is just fine.



but if they should be usefull in pve, you have to increase their power.



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CMMaster
Wed Oct 06, 2004 12:32 am
#15


I would think disease needs something more useful like a state effect, and lower the timer as well.


Right now its useless when someone throw it on you, because it really doesn't affect your base "buff" stats.


As I see it, I have been playing CM since launch, and I only use it to black out bars and continuously incap someone...

Message Edited by CMMaster on 10-05-2004 02:32 PM



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KillingJoke73
Wed Oct 06, 2004 4:43 am
#16

As dev for a day, I would make disease a "state" effect. I could go for any of the following:


1. Causing "KD/Dizzy" so that our profession could return to its uber status and be worth all the skill points. Resistance to the effect would be tied to the regular defense stacker template. Net, fairly easy to balance with other professions. Also nice for PVE.


2. Causing a new effect as mentioned in other peoples' posts. It would be nice if only CMs could heal this new state. This is probably hard to balance with other professions. Also nice for PVE.


3. Causing a drop in defenses to the targets' skill mods. For example, drop the targets' defenses against dizzy, knockdown, stun, etc. Change the packs from action, health, etc. to states. This would be powerful when grouped with teamates capable of executing the "knockdown", "dizzy", etc. but would not make the CM a one person wreaking crew (not enough points in the template). Not so good in PVE, because of the skill points, unless you are grouped. Maybe the combat nerf (rebalance) will make grouping a requirement - who knows.



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santachristo
Wed Oct 06, 2004 5:28 am
#17

lol, this must be a joke.

everyone is trying to get balance and you are talking about getting uber again

too many ppl still think that we are uber at the moment, and you want us even stronger. it should not be that way, because the flaming and griefing against cm s would only increase and if we get stronger again, they may even be right with their flaming.


i dont know about you, but i never had a fight that was long enough to see my disease effecting the buffbars.

usually after one or 2 ticks, he is running, or i am dead.



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ps: for everyone that did not get it. IBL = in before locking
aeuralis
Wed Oct 06, 2004 7:18 am
#18

It takes 169 skillpoints to get MCM, that is tied with BH and Commando for the most for any profession. We should be stronger then the ordinary elite professions becauseCM requires more skill points to attain. I am not advocating returning to the days of the "havla bomb" but we need more power then we have now to justify our skill point cost. With the power of resist buffs and area cures, basicly our only effective tools aremindheal and the odd areastim when fighting jedi.


But back to the topic of disease, i think that the different types of disease should do different things. THis would give us a reason to make some of the more obsure disease like willpower and stamina. Get us out of the only MIND poison and disease business.



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AtonuTragona
Wed Oct 06, 2004 7:39 pm
#19

I like the "states" idea to replace disease. Push for uber with some new, "CM only" states. But I would accept normal states that are already in the game.
Ovakito
Wed Oct 06, 2004 9:12 pm
#20


aeuralis wrote:
It takes 169 skillpoints to get MCM, that is tied with BH and Commando for the most for any profession. We should be stronger then the ordinary elite professions because CM requires more skill points to attain. I am not advocating returning to the days of the "havla bomb" but we need more power then we have now to justify our skill point cost. With the power of resist buffs and area cures, basicly our only effective tools are mindheal and the odd area stim when fighting jedi.
But back to the topic of disease, i think that the different types of disease should do different things. THis would give us a reason to make some of the more obsure disease like willpower and stamina. Get us out of the only MIND poison and disease business.





Exactly, I'm not a CM, i used to be. But i like the direction your ideas are going with states and some minor damage changes. All professions' strength should be based on Skill points or they are useless in Combat. Save for fun, everyone will be running around a Swordsman Doctor, or TKA Fencer for combat.

Message Edited by Ovakito on 10-06-2004 09:13 PM



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Kavedawg
Wed Oct 06, 2004 11:15 pm
#21





IF they have done a HAM revamp where there will be a seperate bar for special attack costs



Change Diseases toencumber a target's HAM or substat by x% over time instead of causing wounds


  • diseases would stay on the target untill cured by a doctor (or at least the same duration as doc buffs)
  • diseases would no longer stack
  • maximum percentage reduction would be determined by the disease effectivness
  • potency would controll the percent increase per tick
  • intervals between ticks would be controlled by both the potency and effectiveness ie ((potency - effectivness) / 2)

  • ifa targets substats fall below the minimum reqired by worn armor, then an encumbered state should be applied to the target that would


    • slow the target's movement speed

    • reduce ranged and meele defenses

    • increase specials cost

and if I were the same dev that did the doctor stuff



  • add a Duration to doctor disease cures

  • Change Doctor disease cures todo a "damage Tick"against the effectivness of the targets disease

  • Allow BF on the target to determine cure tick intervals (High BF = long wait between ticks)

  • prevent stacking of cures

  • allow the cure duration timer to "block" new applications of disease

  • Prevent AE disease cures (or just remove them)from applying a duration timer to non-diseased parties and all NPC

Message Edited by Kavedawg on 10-07-2004 01:21 AM

Message Edited by Kavedawg on 10-07-2004 01:23 AM



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Khragon
Thu Oct 07, 2004 12:34 am
#22


Using a combat revamp standpoint, IMO Disease was all wrong straight out of the gate. Like many said wounding in PvP is next to useless(other then to incap), its VERY useless in PvE. Id prefer to see Disease cause like many said status effects. For example It forces the enemy to kneel and puke pausing their combat abilities so a CM drags incapped players or heals their group, etc. A disease should be a "tool" CM's use to do their job, it should be something that assists in their work IMO. A few examples of things diseases could do instead of wound are:


Confusion - makes players capable of targeting(tabbing) their own teamates for a time

Puke - stop, puke and kneel pausing combat actions

Panic -slow atk rate(speed) of players

Stun - stop a player from being able to pull out anything from a datapad, like running and pulling out a bike

Groggy - slow the movement rate of players


Of course ideas like these would require caps, you shouldnt be able to spam all of these in 10 seconds or place 5 state affects on 1 player so they cant do anything, also if these were made as AOE, there should be caps on number of targets you can hit, range and AOE size. A CM should have to choose which to use and when based on the situation. Ideally these wouldnt really be diseases anymore, more like ailments or immobilizers

pooninny
Thu Oct 07, 2004 10:39 pm
#23

i always thought it would be more of a combat medic if you could "freeze" peoples poisons/diseases with a ranged CM skill, so you keep the player alive in combat for say an hour or two or whatever until they can get to a doctor later on. and i could see disease as not being a pool oriented attack you could just throw a whatever strangth disease on someone (not mind/health/action) and they would slowly reduce their max attributes sort of like choking for jedi



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Mustelafuro
Fri Oct 08, 2004 8:19 am
#24


Give it an initial tick upon application, also the longer it is on and the higher the BF gets, have it tick faster.



LOl forgot to give my reason why, with a 40 second tick, you have to be a pretty lousy doc to not be able to easily cure a disease before it ticks, at the most in pvp I may see 1 tick. If there isn't a doc around, well it doesn't really matter does it? CM is gonna win anyway

Message Edited by Mustelafuro on 10-08-2004 10:22 AM

JUdacious
Fri Oct 08, 2004 9:21 am
#25

Once a desease blacks out the main bar, it should spread to the substats




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VTmoon
Fri Oct 08, 2004 9:25 am
#26

For PvP disease is totally pointless (other than the incap thing) but with the new doc area heals it's not even possible to get one tick in let alone more than that. I think the best thing to do is:


1\ Add an initial wound from the disease (it is a waste of resources to use something that does nothing, always cured before tick)


2\ I can honestly say I never saw one of my diseases tick a second time, because by that time I'm long gone (dead) So a shorter timer would be helpful.


3\ Adding something to it other than wounds would be nice, like someone mentioned have defence diseases and stuff like that. Hit someone and their speed is effected until they cure, you get the picture. (too much programing, so it won't happen)


4\ make it worth something in PvE, it takes 13 minutes and 20 secondsto kill one creature with 8k ham using a disease with 200 eff. Something is seriously wrong with that, with my rifleman it's under 13 seconds easy.




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