Combat Medic Archive
Thread: A response as to something CM's will gain to mitigate this nerf
audioslaves wrote:
That's , not bully.
taddel wrote:
yay another bully
bully
audioslaves wrote:
CM's will perhaps gain a little respect.
Message Edited by audioslaves on 08-10-2004 10:45 PM
Message Edited by Brainplay on 08-11-2004 04:29 AM
Brainplay wrote:
chock one more up for my post count
Yeah, we'll gain as much respect as creature handler now.
Of course you'll still get plenty of noobs coming in and saying "but you can area heal". And then we'll draw reality around them and say, "What are we supposed to area heal? You're Health and Action sure dont need it."
Message Edited by Brainplay on 08-11-2004 04:29 AM
I think what you fail to see though is a lot of people will probably drop doc thanks to the CM nerf. That means there will be some action/health to heal. When I first had CM I had TONS of healing to do.. and I was always conservative about mind healing so it was mostly area heals that I did.
And I respect creature handlers a lot, actually. Not everything is about "pwnage" you know.
audioslaves wrote:
I think what you fail to see though is a lot of people will probably drop doc thanks to the CM nerf. That means there will be some action/health to heal. When I first had CM I had TONS of healing to do.. and I was always conservative about mind healing so it was mostly area heals that I did.
And I respect creature handlers a lot, actually. Not everything is about "pwnage" you know. Yeah if you're a crafter. Thanks to very little content in this game "pwnage" is the only satisfying thing left....unless you like paying 13 bucks a month for a glorified chat room.
In the immortal words of Spock..."Your logic is flawed". You have little to no basis to make that statement. There is more incentive to become a doctor instead of a combat medic now. Way more.
When I first started CM there was lots of healing to do since we weren't buffed. Now there is very little healing to do thanks to buffs, armor, and the fact that any damage that needs to be healed can still be taken care of with a stimB. If you still need to do "TONS" of healing I suggest you find a less noobish group. MIND damage is all that matters in this game.
Add to the fact that with the HAM revamp they are going to make the MIND healable. That means /healmind the last viable unique ability (which suxxors badly thanks to the damage we take) is already set on the chopping block.
Brainplay wrote:
Add to the fact that with the HAM revamp they are going to make the MIND healable. That means /healmind the last viable unique ability (which suxxors badly thanks to the damage we take) is already set on the chopping block.
If mind is healable via stims, then we will actually become very important again. In the future, if specials are limited by the new specials bar, we can have 10 people pop Stim Bs (thus draining 10 people's specials bar as well as reducing the number of attacks they get) or you can have 1 combat medic throw an area stim which will only drain 1 specials bar and heal 3 times as much damage (and not interrupt the group's attacks).
Combat medic healing is already a much more efficient way of damage healing. It's just that damage healing is barely needed when everyone goes after mind so this added efficiency doesn't provide much value to us (except in a handful of PvE situations like the death watch bunker). I'm extremely hopeful that the combat rebalance will make us worth 169 skill points again. I'm notnearly ashopeful that the combat rebalance will ever happen.
Brainplay wrote:
Add to the fact that with the HAM revamp they are going to make the MIND healable. That means /healmind the last viable unique ability (which suxxors badly thanks to the damage we take) is already set on the chopping block.
deXtoRious wrote:
Wounds cap at your normal mind (means 1.1k wounds max for most), means that with a mind buff, not to mention food, you have a LIMITLESS MIND HEAL in the world of the one magic unhealable pool. Is THAT useless?
Not useless, but there are some serious limitations to this. If you aren't a human, then you won't really be able to get your secondaries to a point where you can spam the mind heal even with musician and chef buffs. That is key - what good is the mind heal when I have max wounds and it takes 15 seconds to regen enough mind to use it again? Additionally, once you die (human or not), you are left with no musician buffs, max mind wounds (so +1 on all 3 mind stats) and a full stomach. So unlike every other profession that can come out of the cloner with some ability to contribute, a combat medic who uses mind heal takes themselves completely out of the battle if they die.
I'm not saying that mind heal isn't a useful ability. I am saying that it's not quite as limitless as some claim, except under ideal conditions.
deXtoRious wrote:
Brainplay wrote:
Add to the fact that with the HAM revamp they are going to make the MIND healable. That means /healmind the last viable unique ability (which suxxors badly thanks to the damage we take) is already set on the chopping block.
Christ, man, do I really have to teach you how to play your profession?
CM mind heals are EXTREMELY useful in high end PvE and (to a lesser extent due to server bugs related with insane lag) in mass PvP.
Wounds cap at your normal mind (means 1.1k wounds max for most), means that with a mind buff, not to mention food, you have a LIMITLESS MIND HEAL in the world of the one magic unhealable pool. Is THAT useless?
If you press ctrl+c and examine your character sheet you might notice a stat called Battle Fatigue. This will continue to rise even after you have capped you your wounds. What this number does is that it increases the number of wounds you take while it reduces the effectiveness of heals done to you. (This includes stimming plain damage)
Now... does that sound like limitless?