Combat Medic Archive
Thread: First documented poison and disease resist packs
SolSpur wrote:
The innoculations are just a stupid idea IMO.. cap the absolute BEST and I mean BEST Innoculation C at 50 resistance to poison and disease... Perhaps even less. This is of course if they dont get trashed which they should.
On test a B lvl resist pack has over 200 resistance. I'd hate to see an advanced C pack 0.o
vortexala wrote:
SolSpur wrote:
The innoculations are just a stupid idea IMO.. cap the absolute BEST and I mean BEST Innoculation C at 50 resistance to poison and disease... Perhaps even less. This is of course if they dont get trashed which they should.
On test a B lvl resist pack has over 200 resistance. I'd hate to see an advanced C pack 0.o
Think that's bad? The C-Level innoc apparently has a stat that, if you DO somehow land a poison on that person, will mitigate the damage...
I was trying to think how I would play SWG when i went back to college (since Im taking a heavy load) but now I see that its not worth my time.
I will quit SWG and I will not change my template to some other profession (for it too will be nerfed and then I will be in the viscus cycle of changing)
Cm is nothing more now than a holocron profession. **edit** this **edit**ing game.
vortexala wrote:
SolSpur wrote:
The innoculations are just a stupid idea IMO.. cap the absolute BEST and I mean BEST Innoculation C at 50 resistance to poison and disease... Perhaps even less. This is of course if they dont get trashed which they should.
On test a B lvl resist pack has over 200 resistance. I'd hate to see an advanced C pack 0.o
Think that's bad? The C-Level innoc apparently has a stat that, if you DO somehow land a poison on that person, will mitigate the damage...
I was trying to think how I would play SWG when i went back to college (since Im taking a heavy load) but now I see that its not worth my time.
I will quit SWG and I will not change my template to some other profession (for it too will be nerfed and then I will be in the viscus cycle of changing)
Cm is nothing more now than a holocron profession. **edit** this **edit**ing game.
1 Solid Delivery Shell
2 Chem Release
This may be the problem with the insane power. If these just add to the final power, you can get 140 power (presumably added to an A pack as well) just from the components.
I would much rather see the innoculationsuse AIAs (so CMs get a cut of the action)and ABECs only. This caps the component contribution to around 80 in practice vs 160 from the ABEC/ACDRM/ASDD combo.
deekistheman wrote:
And if we do manage to hit a couple of ppl hit with an Area Poison C, the doc can eat havla and spam area cures.
Basically our poisons will never tick in PvP. And yes I am right because I know on my server when my guild fights we have at least 2 docs and the opposing side has at least 2 of their own.
I want the 65-75mil back I have basically wasted on CM
Also, now the DOTs on weapons are worthless. All but fire, but they should give docs area fire blankets too
/imagines the size of that blanket.
Sounds like the nerf bat is swinging pretty hard in here. Although i agree with balancing out the poisons in PvP to some degree, i never understood why they couldn't have a gas mask or something like a PSG, that reacted to poison/disease attacks in the same way. Like the way armor figures damage type, AP, and decay. This way a master CM would have no problem sticking a poison, albeit with effects mitigated based on the integrity of the "gas mask". Lower level poisons would have a much harder time sticking on a well crafted mask. Either way as the mask decays from being saturated with poison/disease it would soon become useless. Perhaps it could be an item like a helmet that receives filters crafted by CMs which would need to be replaced, or just a simple shield thingy like the PSG that doesnt use a slot for armor. The basic idea is give someone moderate resists to poison/disease without taking away the effectiveness of the CM.
MyT_Chicken wrote:
Not really. They are working off the same code that is already in game. Other then a few things that need to be tweaked like the above.....I honestly don't have much worry.
My concern isn't bugs or tweaking. It's simple logic. When you're trying to solve a problem, it's a mistake to change more than one thing at once. Yes, poisons are out of balance, but putting both of these changes in is very likely to overbalance things in the other direction and make poisons completely meaningless. Once these abilities are added, the devs won't be able to remove one of them to undo that mistake. It would be best to first introduce one of them, and see if there is still a balance issue.
SolSpur wrote:
SolSpur wrote:
The innoculations are just a stupid idea IMO.. cap the absolute BEST and I mean BEST Innoculation C at 50 resistance to poison and disease... Perhaps even less. This is of course if they dont get trashed which they should.
On test a B lvl resist pack has over 200 resistance. I'd hate to see an advanced C pack 0.o
Think that's bad? The C-Level innoc apparently has a stat that, if you DO somehow land a poison on that person, will mitigate the damage...
This is insane. How do the devs expect us to do anything? Even if we do manage to land a poison and it does get mitigated, a havla using doc will cure it before the first tick.
lol......You CMs didn't say anything when they slammed everyone else with mitigation. Welcome to MY PvP, and be happy you didn't get the 75% reduction evryone was crying for
Time to surrender CM