Combat Medic Archive
Thread: VOTE BY 12/10 please CM balance/gameplay/wishlist LIST
1) Dot Incap...need to be reinstated
2) Faction points for healing
3)Mind wound cost for /healmind
4) Flamethrower cures
5) Increase healmind range...should be like a ranged stim heal.
Apollo
Kauri
Master CM (July) Master Carbinier (Oct)
/healmind wound cost
Wishlist:
Disease/Poison resists for CMs. We should have some resistance to the poisons/diseases we deal with on a daily basis
2
13
9
7
8
I'm getting used to the DoT HAM Cap. althought it does suck when you toss an AoE poison in PvP, only to get double, triple, and more-teamed and then the DB. I have found it useful in PvE myself by not getting incapped a few times
Here are some suggestions, that I think would be good
Balance
- Have the grenade that delivers the toxins cause small damage upon detonation, that gets credited to the person that applied it. This should give loot rights as well as initial dmg to the recipient.
- Remove +1 rule
- Have any poison statesthat caused incap removed upon incap to prevent the incap dance.
Wishlist
- Poison/Disease resist modifiersfor CM
- Ability to apply Stun, blind andor dizzy states though grenades
I hate the fact that I have to stop during combat to throw a chem weapon or stim pack. I should be able to do this on the run. Also our defensive Mods should be beefed up. We did have to get the marksman support line.
my vote:
1
5
10
14
15
wish list vote
1
4
1. im a big fan of the +1 after the first incap idea
8
9
14
wishlist
1 - as combat medics have nothing but DoT's time was the only thing we had working for us. Now with the +1 rule time works against us. We need something that does normal damage.
#8 - Poison damage in PvE needs to be examined.
#10 - DoT duration vs time between ticks examination
#12 - Increase range for /mindheal
#5 - Flamethrower cures
Balance/Gameplay:
3) Faction Points for Healing
10) DoT duration/time
11) Experimentation on Components
13) Mission difficulty/payout
15) Resource availability/stats
Wishlist:
5) State effects
2) Damage mitigation
Gameplay/Balance:
- 6
- 8
- 13
- 4
- 1 (I suggest modification instead of removal. Suggestions offered in the appropraite thread(s) on the issue.)
I'm pretty sure that #2 isn't an issue anymore, since it shouldhave been fixed int eh November publish.
Wishlist:
- 2 (You duplicated this one as #14 on that first list, BTW.)
- 5
- 3
BTW, for the Gameplay/Balance list, here's how I would break them out, if it helps any:
- B (could go either way, but I lean towards balance since other damage-types, and hence other professions, are not as limited by this.)
- B (butI think this one is fixed anyway)
- B (because it affects how well we can get FPs compared to other professions)
- B (definitely, since it involves a comparison of Doc to CM balance.)
- B (another toughie, but I lean towards damage and healing being a balancing factor again.)
- B
- B
- B
- G
- B
- B (balance compared to Docs)
- G
- G
- B
- B (Another tough one to call, but it affects all crafted items and how they are balanced to each other.)