Combat Medic Archive

Thread: Doc VS CM Balance Analysis (Where did the skillpoints go?) Please Read, Correspondant

ryukinku
Tue Aug 10, 2004 5:25 pm
#14

Nice post. I have to agree. I don't understand how the new stuff for docs was decided upon. Is it just me or should ranged specials should only be for CM's? I did think that this was their role in the game. Not docs.



ryukinku kasai ~ Master Chef/TKM ~ Bria

Kasai's Kitchen

Theed, Naboo (-4411, 3403 )

yebach
Tue Aug 10, 2004 5:58 pm
#15




Tenfo wrote:

Combat Medics are very much needed in tough dungeons like the corvette and DWB.


Don't underestimate your value just because doctors can now cure your poison / disease which was overpowered in PvP.


Mind heal is extremely valuable as well in tight situations.





So you are saying that mind heal is worth 169 points? Sorry but even I as a Doctor think that is BS. Mind heal has a limited use because it is debilitating to the CM who uses it. Unless the CM is a TKA or has an SL and several TKAs to help with the wounds then that one skill will render them useless within a few heals. I beleive in diversity and groups etc but I don't think the CM profession must have other professions present or be forced into a profession just to have one of their few core abilities remain useful.


Not to mention from what I have read is that the heal is random at best. I had a CM helaing my mind pool in the DWB for 1000 one time and then another time had to use the ability 3 times in succession to bring back my mind at 300ish a heal. That is way too random for such a self-damaging ability. CMs have told me the skill doesn't even scale up at Master! The wounds at the very least should be lessened if you are a Master CM.



'Yebach
Doctor/Musician
ION Guild
cRaZNazN
Tue Aug 10, 2004 11:24 pm
#16






DarkJurai wrote:
Combat Medics have area heals, ranged heals, mind heals, and poisons and diseases. However, break each one of those down- Area and Ranged heals are almost rendered ineffectual due to 2500 point buffs to healing substats in Health and Action Pools. We only need the heals if our teammates are unbuffed by a doctor. Mind heals are almost impossible to effectively use due to the mind wounds they incur on us. We cant effectively heal that pool, without needing ours fixed by a doctor/Jedi. Poisons and diseases are going to be useless, when not only can a doctor innoculate against them, but even if we land them, within the 10 seconds it takes to get to the area on a battlefield and hit the area heal, it's gone.




WOW! I DIDNT KNOW I CAN RUN AROUND AND HEAL PEOPLE'S MIND WOUNDS!!!!!!! PLEASE ENLIGHTEN ME!
CyberData4
Wed Aug 11, 2004 1:56 am
#17

Sorry, but you can't make a comparison about aprofessions abilities in relation to how many skill points they take up. By that logic BH and Commando should win hands down against any profession that requires less skill points.


And any serious PvP player is going to devote all 250 of their skillpoints to a viable template. So in the end it's just comparing one 250pt template against another 250pt template.
Jedi-scout
Wed Aug 11, 2004 2:49 am
#18






Pahdbacca wrote:

Ahhhhh.... I beg to differ. The mind wounds on the mind heal are rough. Very rough. Even with ahrisa, brandy and a full set of entertainer buffs, those wounds add up and hinder the other CM abilities very quickly. True, wearing armor prevents the secondary stat wounds, but that still means you don't get the value for those stats. I let it be known in my groups that I will heal mind, but only in emergencies....it is not an excuse to not bring your mind food and go willy-nilly with the specials.


It is long proven that the CM mindheal ability is not imbalancing. Converting it to a ranged stim and/or reducing the wound cost should be examined.






You forget that you cap on mind wounds, and can eventually do mind heals for free?



Canadian Shield FIGHT Club -Retired-

The Original Dark-Jedi Killer


Pahdbacca
Wed Aug 11, 2004 2:52 am
#19






Jedi-scout wrote:





Pahdbacca wrote:

Ahhhhh.... I beg to differ. The mind wounds on the mind heal are rough. Very rough. Even with ahrisa, brandy and a full set of entertainer buffs, those wounds add up and hinder the other CM abilities very quickly. True, wearing armor prevents the secondary stat wounds, but that still means you don't get the value for those stats. I let it be known in my groups that I will heal mind, but only in emergencies....it is not an excuse to not bring your mind food and go willy-nilly with the specials.


It is long proven that the CM mindheal ability is not imbalancing. Converting it to a ranged stim and/or reducing the wound cost should be examined.






You forget that you cap on mind wounds, and can eventually do mind heals for free?






It seems that in the part you quoted me, I was very consious of the cap on mind wounds. "True, wearing armor prevents the secondary stat wounds, but that still means you don't get the value for those stats."


Healing mind after 1100 of mind wound damage is not doing mind heals for free, in my book. What is the base mind value for your CM that the wounds cap at?




-----------------------------------------
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
somerandomuser
Wed Aug 11, 2004 4:26 am
#20



Menoetius wrote:


Happymob wrote:


DarkJurai wrote:

Maybe Combat Medics should have been given the innoculations instead?

Or short of that, shift some of the doctor related combat healng to CM. State heals and revives are the obvious candidates.

As a MD/MCM, I would ultimately like to see them rebalance CM skill point costs via addition to CMs rather than shifting skills. In particular, I would like to see non-damaging offensive abilities, like area state changes (stuns, blinds, etc). These already have a natural counters in squad leaders (group level) and doctors (single target) and skill mods so they wouldn't be considered to unbalancing. Well, unless we got a area knockdown/dizzy...




oOoOo Offensive stat packs, that would be fun.
I can see blind & Dizzy as offensive parks. Stun and intimidate don't make much sense.
To the original poster, +50 terrain neg and +10 burstrun eff. come with being a MCM as well.





Intimidate works.. just a 'fear gas'.. i'm sure there's plenty of semi hallucinogenics we've created in the course of our history that modified could be made airborne into a simple 'fear gas' causing those affected by it to be 'intimidated'..

as for stun.. flashbang grenades stun.. just from the concussion.. give it to the commando's 8)




The primary weakness of a troll is supposed to be fire..
So why the hell are they always getting themselves into flame wars??

R-a-g-e1
Wed Aug 11, 2004 4:27 am
#21







AxilX wrote:

even if you got nothing at all put the mind heal, CM would be worth every single point. and psn'd have *not* been rendered completely ineffective, spamming them still ties down doctors, and still decimates a group who doesn't have a decent combat doc... it just takes slightly longer to get it to stick. CM is far from broken, in fact it's still one of the most powerful PvP professions in the game... maybe after this latest balance some decent PvP'ers will actually pick up the profession.. on my server no PvP'er worth anything would touch it with a ten foot pole, for fear of being laughed at by the entire community.... now that it's semi-balanced, your more likely to see the true potential of the CM. As the better players will give it a serious look.






combat doc? lol i thought there was 2 classes, Doctors and Combat medics.


Combat medics must waste 29 more skill points for "ranged" meds , yet Docs now have "ranged" meds also , when they getting the 29 point hit?

Message Edited by R-a-g-e1 on 08-11-2004 06:28 AM

Brainplay
Wed Aug 11, 2004 4:34 am
#22






TKA-MC wrote:

Doc's also do not have an attack that level's players. I agree with you though.







Neither do Combat Medics now. And thats done with a enhance poison resist A innoculation.


So much for my poison C packs.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Mmaxx
Wed Aug 11, 2004 4:39 am
#23






R-a-g-e1 wrote:







AxilX wrote:

even if you got nothing at all put the mind heal, CM would be worth every single point. and psn'd have *not* been rendered completely ineffective, spamming them still ties down doctors, and still decimates a group who doesn't have a decent combat doc... it just takes slightly longer to get it to stick. CM is far from broken, in fact it's still one of the most powerful PvP professions in the game... maybe after this latest balance some decent PvP'ers will actually pick up the profession.. on my server no PvP'er worth anything would touch it with a ten foot pole, for fear of being laughed at by the entire community.... now that it's semi-balanced, your more likely to see the true potential of the CM. As the better players will give it a serious look.






combat doc? lol i thought there was 2 classes, Doctors and Combat medics.


Combat medics must waste 29 more skill points for "ranged" meds , yet Docs now have "ranged" meds also , when they getting the 29 point hit?


Message Edited by R-a-g-e1 on 08-11-2004 06:28 AM





What was ment there was a Combat Medic is a nice to have in a group, a Combat Doc is a neccessity.... and 29 points cheaper. Oh well at least we can run up hill faster.
Brainplay
Wed Aug 11, 2004 4:45 am
#24






Tenfo wrote:

Combat Medics are very much needed in tough dungeons like the corvette and DWB. Thats two places in the entire game. That also isn't a cash cow, doesn't get us any decent loot unless you're a pistoleer, doesn't get us enough cash to justify using our ranged heals instead of the others using their stimB's. Top it off with the fact that area heals aren't even really needed in there. Combat Medic abilities are negated by a creature handler and someone who knows how to kick start a group of people into following his orders.


Don't underestimate your value just because doctors can now cure your poison / disease which was overpowered in PvP. Poison/disease was the last really useful ability we had. Our heals aren't needed anywhere else and mind healing puts you at risk. Come to think of it most of our abilities are negated thanks to Doctor enhancements. This change still didn't address the reason poison and disease was so powerful in PvP.


Mind heal is extremely valuable as well in tight situations. Its about as useful as blue milk. Great for a few shots but in the long run its going to reduce any medical or combat effectiveness you have. Kinda hard to fire a ranged weapon when you MIND is down to 100, have 300+battlefatigue, and most of you MIND bars are black with wounds. It sucks even more when you KNOW that this ability is going to be nerfed into uselessness after the HAM rebalance when the MIND pool becomes easily healable.






p.s.- State applications have been toyed with time and time again. Only problem is that they are cured off too easily (only need novice doc and super crappy non advanced resources for a 100% chance to cure) and their are too many modifiers out there to make them effective.

Message Edited by Brainplay on 08-11-2004 04:48 AM





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Flinklok
Wed Aug 11, 2004 4:53 am
#25

Ah well ,

Cheersfor making combat medic so useless.

Dropping it ASAP.


Flinklok
Wed Aug 11, 2004 4:57 am
#26

I think i train up to be a Master Rifleman , at least then i can kill people in 2-3 seconds before they

even know there being attacked. What great fun!

Not.
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