Combat Medic Archive
Thread: Combat Medic Issues
PsionicHawk wrote:
1) The Heals themselves don't heal for enough damage. A small increase would be welcomed.
I disagree here, I have not the slightest problem to keep a group alive (if they keep the aggro away from me and I stay alive that is, this however gets better and better, the tanks by now get the grip how to manange aggro decently as it seems) and I very rarely use an enhancer so there is quite some potential in my healing abilities still ...
Message Edited by darmokVtS on 05-10-2005 01:12 PM
Hcrista wrote:
"some creatures regen rates are too high. you just waste your time poisoning or flaming them making these guys basically cm-immune"
hmm I can solo gorax, GDK, giant-canyon-juvi krayts, even adolescent dragons. Fire+poison can stop their regen rates and I can shoot them down with my 4-0-0-0 carbine skills, so I don't know what kind of cm-immune guys are u talking about.
Would be nice if the ticks were less variable. Using a neurotoxin enhancer of just over 1200, I am getting ticks in the range of 240'2 to 350's. I can understand if it was against ppl with foods or poison buffs to absorb some of the poison, but I can duel someone and toss 20 times and get 20 widely variable ticks. We need a more consistant tick to make the enhancers worth it, if you use an enhancer there should be a base minimum that is equal to the maximum tick we could achieve without enhancers.
I agree we need our debuffs power increased, as well as adding an enhancer for the hemmroids ( which it what they should call it, I mean come on, your not going to do much action with a bad case of those) I have only found action debuffs to work well against someone who has lost action buffs and already has a low action. In pve it is fairly worthless, except for a few npc's who do alot of specials. Our mind debuff is only useful against other healers.
Area poison........enough said.
Paralyze is working fine, but can we get the mind cost lowered a little. I only use it to start the fight, as we can apply debuffs to someone paralyzed without breaking it. Once a dot is applied it becomes useless, so I only use it to try and keep a second attacker at bay. The high action cost means I can't do that for very long, but I can live with it.
Increase drag range for CM's.
Take the cm experimentation out of game.....why is it there anyway? Convert our cm exp stuff to med exp.
All in all I am satisfied with our combat ability, just need some minor changes. I have found ways to make it work as it is now, but there are some abilities I never bother to use because they don't work well. With a slight increase in debuffs punch, tweak infect again and work on making the enhancers more viable, we would be fine ![]()
Last but not least.......GIVE US BACK OUR INCAP!!! A fire/poison/disease should incap someone.
darmokVtS wrote:
PsionicHawk wrote:
Infect
Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.
It generates no wounds? Good, as far as I read the description it's working as intended then, dots are NOT supposed to give wounds anymore (very, very good move, the blackbarring with DoT's was one of the major annoyances in the old system).
What it does and is supposed to do, it debuffs regeneration which is, and here I agree, mostly pointless.Message Edited by darmokVtS on 05-10-2005 01:12 PM
The description says it generates wounds.
eapers wrote:
darmokVtS wrote:
PsionicHawk wrote:
Infect
Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.
It generates no wounds? Good, as far as I read the description it's working as intended then, dots are NOT supposed to give wounds anymore (very, very good move, the blackbarring with DoT's was one of the major annoyances in the old system).
What it does and is supposed to do, it debuffs regeneration which is, and here I agree, mostly pointless.Message Edited by darmokVtS on 05-10-2005 01:12 PM
The description says it generates wounds.
Ok, then the description has to be changed, it was said during curb testing that dots are not supposed to cause wounds anymore.
Slaar wrote:
...we can resuscitate like doctors can. Seems a little odd that we can't heal wounds.
I agree with Slaar (and everyone else, for that matter) about healing wounds. I would clarify Slaar's sentiment one further: when we rez (unlike MDs), we inflict wounds (which is still better than having someone die). Nevertheless, it seems like a double punishment that we rez and cause wounds we cannot heal. I do think there needs to remain a firm difference between CM rez's and MDs, but in a good battle it would be nice to provide a higher healing power especially for damage we cause
.
TOTALLY support the need for XP for non-healing powers. After all, CMs have almost exclusively "negative" or "damaging" powers, but only four healing ones (shot, spray, toss, and rez). Stands to reason that we should be seeing XP at least proportional to our "roles".
I am VERY happy with the CU and have little else to add to everyone else's very constructive comments in this thread. Would add:
***When paralyze sticks it would be nice to see the animation on the victim rather than just in their HAM bar area so that others know the victim is paralyzed before accidentally attacking them thus breaking the "root"
***Definitely see a role for AoE attacks: if we throw things that break open (like deuterium), it should have a limited AoE