Combat Medic Archive
Thread: The Power of Poisons
when youre facing a creature that has very high resists to everything, poisons can outdamage other professions. the problem is nobody has poison resists, so again ... like you stated ... it very much depends on the creature. however, i still wouldnt be against cms getting an increase in pve damage.
Gnuut wrote:
Problem with reducing range is that it is also tied into charges. Dropping from a 47 charge poison to 36 charge standard is one heck of a nerf.
No, it doesn't have to be. It can be, but it can also be compensated. For example, if the devs reduced the standard poison from having 45 charges to 44 charges, but made it so each experimentation point added 50 charges, this would be a tremendous powerup. An exaggeration, but you get my point.
It's all about what other balances the devs implement to compensate for a change in the system. And if they do substantially change how poisons work I expect they would tweak some other game mechanic to compensate, as they are currently happy with how poisons and diseases work (last official line from the devs several months ago, and I *think* alluded to at the fanfestalthough I can not confirm this).
Also, since a lot of other things are getting a nerf as well (such as armor, judging by the quality of bounty hunter armor), just because something is decreased doesn't mean it's a nerf. If poisons were reduced in strength 25%, but everything else went down 50% in strength, poisons would in fact have gotten a powerup. Everything in the game is relative (which is what makes balancing so hard)... ![]()
Gnuut is very far from a noviceand very far from FotM....
Trust me ![]()
Message Edited by Pahdbacca on 06-09-2004 03:51 PM
2. increase the timer between throwing
3. limit the range to 64m MAX, including aoe effects
4. get rid of stacking on a single pool
4. give doctors a range cure (which the devs have already stated they will do)
1. make havla not work for poisons and diseases ok good idea there
2. increase the timer between throwing this doesnt need to be done if u do number 1
3. limit the range to 64m MAX, including aoe effects ok sounds good but dont touch our AOE
4. get rid of stacking on a single pool ok ill go with that as long as u can stack a poison and disease considering there 2 different things
4. give doctors a range cure (which the devs have already stated they will do) no bad idea, CM's are used in range and if this is added then it will only mess it up. a CM is ranged not a doc so this ranged power should be given to a cm and a cm alone (ranged speaking)
Tranced wrote:
4. give doctors a range cure (which the devs have already stated they will do)
jfang wrote:
Tranced wrote:
4. give doctors a range cure (which the devs have already stated they will do)I just noticed this. Can anybody confirm that a dev or correspondent officially posted that the doctors will be given a ranged cure?I would prefer the seeing the actual post, but if somebody can corroborate that he or she has personally seen the same thing that will be good enough. There are just too many rumors floating around to separate truth from rumors for me.
its from the fan fest ... i personally heard them say they were going to implement a ranged poison cure for docs. whether or not this happen is yet to be seen
Brainplay wrote:Answer me this:1) How can you justify the granting of a ranged ability to a non ranged class in order to counter 2 actions (poison/disease) and nothing else.2) Why cannot a limited ranged cure ability be given to CM's considering they are master field medics and would allow more than 1 class to be able to counter this ability.3) Why are the devs granting more combat counters to a non-combat medical class that uses fewer player points and has way far more combat medical "support" potential than one specifically named as such. (i.e. cure states, poisons, disease, fire, resucitate)
1) im not really going to argue with you on this, because unless youre a doctor and pvp in congested (and heavily lagged) areas you dont know how much this is needed.
2) giving combat medics more cures (in effect making them the total medic for combat) is essentially giving one class the absolute best healing abilities along with the ability to have the best dps. also, if everything was given to combat medics instead of docs than the doctor professon would become nothing less than an alt character, simply somebody who buffs. the devs have stated multiple times that they dont want this to happen.
3) see above -- also note that doctors dont have any offensive skills. all you have to get in order to have the highest dot in the game is ONE tree in marksman. now if doctors got to throw poisons as well than this would be a valid argument, but stating that combat medics dont have as many abilities as doctors is in no way fair.