Combat Medic Archive

Thread: VOTE BY 12/10 please CM balance/gameplay/wishlist LIST

Callyndra
Mon Dec 08, 2003 1:59 am
#14

15


6


4


5


9




_______________________________________________________________________________
Callyndra, Elder Medic
(Formerly Master Doctor (7/12/03), Master Combat Medic (7/25/03)
Guildmistress of Transcendence and proud citizen of the City of East Lianorm, Naboo
Co-administrator of the Corbantis.org Message Boards

Former owner/operator of Callyndra's Meds (7/15/03 to 11/15/05)
Co-founder of the late Corbantis Medical Dealers Association (Pub 9 to CU)

Visit the Transcendence Mall & East Lianorm Shops: 3150, 2750 Naboo
Proudly serving the community of Corbantis since September 2003

Melampus
Mon Dec 08, 2003 7:22 am
#15

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)

SpinalInjury
Mon Dec 08, 2003 8:12 am
#16

Gameplay Balance:

/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



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
FofiWibler
Mon Dec 08, 2003 8:32 am
#17

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




Fofi Wibler ² GLA Officer ² Master BH ² Master Carbineer
V Vendor Located in Qal'Trel, Corellia (WP coming). V

ZenTripper
Mon Dec 08, 2003 9:05 am
#18

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

Krase
Mon Dec 08, 2003 9:07 am
#19

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




"I said it was a plan, I never said it was a good one" ~ Krase Dunkirk
opossum
Mon Dec 08, 2003 9:24 am
#20

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.




Bloodfin - pudge
Nikuhiru
Mon Dec 08, 2003 10:00 am
#21

15


3


6


9


7


And, for a wishlist, I think 1




_______________________________________________


Dr. N'yk Darhek - The Guardians


Libertas Ara Amplus


Tringard
Mon Dec 08, 2003 11:22 am
#22

#7 - Usefullness of disease needs to be examined.

#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



Tringard

Former MCM / Master Carbineer
Then, Ranger in training/TKM, medic
Now, unsure of myself
kb1
Mon Dec 08, 2003 12:05 pm
#23

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

Zarlor
Mon Dec 08, 2003 12:16 pm
#24

Gameplay/Balance:



  1. 6

  2. 8

  3. 13

  4. 4

  5. 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:



  1. 2 (You duplicated this one as #14 on that first list, BTW.)

  2. 5

  3. 3

BTW, for the Gameplay/Balance list, here's how I would break them out, if it helps any:



  1. B (could go either way, but I lean towards balance since other damage-types, and hence other professions, are not as limited by this.)

  2. B (butI think this one is fixed anyway)

  3. B (because it affects how well we can get FPs compared to other professions)

  4. B (definitely, since it involves a comparison of Doc to CM balance.)

  5. B (another toughie, but I lean towards damage and healing being a balancing factor again.)

  6. B

  7. B

  8. B

  9. G

  10. B

  11. B (balance compared to Docs)

  12. G

  13. G

  14. B

  15. B (Another tough one to call, but it affects all crafted items and how they are balanced to each other.)



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Kyller_Relic
Mon Dec 08, 2003 12:16 pm
#25

1 - Add in a 1 time cap, then 1hp


13


11


15


5




------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Happymob
Mon Dec 08, 2003 12:32 pm
#26


  1. 5

  2. 2

  3. 3

  4. 4




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


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