Combat Medic Archive

Thread: CM's single handedly determine GCW base fight outcomes.

Cooter_Scylla
Tue Dec 23, 2003 6:05 pm
#14

Um, if you have 2-15 people and a single combat medic is killing you - try shooting back... get some commandos to flame, get some variety in your group if a single cm can take you down... I don't know, um... think...

Before you come back whining that they had a whole gangle of CM's, any group with a whole bunch of a single class that actually knows the class is going to do some hefty damage... try using 4-5 CM's against the same number of TK's, or a Commando squad with flame... I'm betting those same 4-5 CM's are going to be dropping like flies... all you have to do is make sure you DB them, so they can't get up from incap and kill you after you eventually incap...

If CM's are so deadly, try dueling them 1 on 1 and seeing how long they last. If you're complaining about their ability to hurt groups, kill them first... it's simple...

Cooter - Scylla
Master Doctor/Master Combat Medic
(And yes, I've been a CM for quite a bit longer than the baby who hologrinded and "tested" the class for a day before deeming we need a nerf... thanks for all the input and intensive study though...)



- Cooter, Scylla
(Master Pistoleer/Master Smuggler/0400 Squad Leader)
Adune
Tue Dec 23, 2003 10:48 pm
#15

Did CM for fun actually. Been a master doc for 3 months. I've obviously seen more GCW fighting than you have. This isn't about 1v1. This about how I can single handedly turn the tide in GCW fighting by playing with a little bit of skill. I have no loyalty to this class. I'm playing it, and I'm doing completely broken stuff that cannot be countered. It's stupid, and isn't all that much fun. After seeing how crazy it was, our guild has adjusted tactics in terms of CM's, and with multiple CM's, we incap an entire base of defenders by ourselves. (Yes, poison+disease=incap) Then everyone charges a base of incapped defenders. *yawn*

I'm more interested in blanced PvP than I am keeping broken abilities. This will get nerfed. Either provide input & help the devs fix it well, or wait for them to give you one of their own fixes.




Adune, Master Armorsmith
ARR Armor, Strongbadia, Naboo
Happymob
Wed Dec 24, 2003 1:05 am
#16




Peracles wrote:


Immunization is interesting. I need to think about that for a while. My initial thought is that unless the immunization wears off really quickly, it would severely cripple a CMs effectiveness.




I am completely against this. No other profession can have their damage reduced to 0 by the application of a med, magic potion, or any other means. This would be a bit like a medicine that temporarily increased your kinetic resistance to 100%.


Now I am ok with innoculations that temporarily increase poison resistance. The mechanism is already in the game (dropped loot items that have poison or disease resistance bonuses) and presumably these are calculated with potency to determine a chance of a poison sticking. A +50 to poison resistance would force us to up potency to 130 to 150 to remain effective. We would have to place more experimentation points into ease of use, which indirectly would lower damage. Perhaps an application of cure poison should give a temporary,very short-termboost to poison resistance (making reapplying poison much more difficult, though not impoosible).


This is the sort of change that makes combat richer - we have more options to choose from with our poisons - high potency or high damage, but we have to be prepared for either case if our opponents are equally prepared. Complete immunity is the sort of thing that just makes one profession useless.




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


Adune
Wed Dec 24, 2003 1:05 am
#17

I'm like this with every class I play Perecles. I'm absolutely critical of what sucks, and what's overpowered. I really do want to see the AE mind heal. It would make PvP MUCH MUCH more interesting.

Right now it's just target mind & spam attacks until incap. CM's aren't going to mind heal them, so they'll stay down. Playtesting would have to tell.

Nerfing mind poison wouldn't kill PvE by any means. On mobs, HAM is evenly distributed, and they don't heal anyways. So targeting mind is no different from targeting Health. In PvP, people are generally buffed, and since you can't heal mind, it's the obvious target. (Technically, we can heal mind, but it's not a viable heal. If my group gets hit with mind poison, I cure myself, cure a couple people, maybe drop an AE heal, and finish off the rest of my group, no biggie. My group gets hit by a mind poison, I cure myself & cure the other members. No freaking way I can heal their mind.)

The mind damage is absolutely broken in PvP. The larger the conflicts, the more broken it becomes. The rest of CM is pretty weak. Enhancing CM would be an option. Give us immunity buffs, or AE cures. ANYTHING to stop AE Mind bombs from being a "we win".

I picked up CM in a day of buffing people because I wanted to check it out before I dropped Doctor to try other skills. Rebels & Imps on Bria hadn't really been abusing the Mind AE's like they could (should?) have been. We've started to now, and Rebels have kicked it back at us. In previous battles as a Doc/TKA I rarely had to cure poisons/diseases. Now in PvP, it's nonstop. Whoever gets the enemy mind poisoned for 1-3 ticks has the win, because that has drained their mind pools completely, effectively killing everyone there. Because any hit on someone will deal a small amount of mind damage, all it takes is 1 hit of any type, and they're down.

You can't stop AE mind poison. Armor doesn't help, there are no resists to it in any classes, and it's rarely resisted. TKA's can self heal, but only if not in combat. Docs can self heal, but doing so costs mind. Docs will go OOM very quickly, as the CM can continually keep reapplying Poison/disease. Multiple CM's can keep AE's up faster than a doc can cure himself. There is no PvP reduction in the damage, and there is no effective mind heal to counter the damage done. It's the "I win" button.

Beef up the rest of CM to help make up for this, but the Mind AE's are far too good in PvP.




Adune, Master Armorsmith
ARR Armor, Strongbadia, Naboo
Adune
Wed Dec 24, 2003 1:15 am
#18

To clarify Happymob, yes, Immunity would have to be more of a vaccine. It increases your chance of resistance. Ideally, it would be only for a particular type. Ie: Vaccinnate Mind Disease, Vacc Mind Poison.

It would force CM's to vary their AE use, rather than always spamming AE Mind. Along with that change, increase the potency on single use packs. Currently AE's are WAYY too potent. When I toss on 20 people, how often do I get a resist? Maybe 1 in 20? Sometimes 0 in 20.

This change WILL come. The CM is singlehandedly determining PvP outcome, and SoE will adjust things. You have the opportunity to balance & improve your class in the process.

Taking Cure A packs down to medic won't be a problem as long as Cure packs actually have a working effectivness. A cure disease A pack should not cure a potent C disease in 1 use. It should take multiple uses. Adjust cure packs to cure accordingly to their level. Give an AE cure Poison to CM's at Master, and an AE cure disease to Doctors at Master.

There are lots of ways to balance the CM use of AE's in PvP without destroying the class. Refuse to provide any input, and SoE will simply nerf, or come up with their own solution. Propose some good solutions of our own, and SoE will probably use them.




Adune, Master Armorsmith
ARR Armor, Strongbadia, Naboo
CMMaster
Wed Dec 24, 2003 3:03 am
#19

Wow more cry for Incap, and you are posting on every board to make it happen.


Combat Medic pretty much blows for 1 vs 1 matches, dont believe me ask almost any elite profession does more dps then us.


Combat Medics are for groups, that is our strong point, while the only thing I can see argued is the wall thing.


Reducing damage would already lower one of the lowest dps classes in the game, with no incap ability, and is a hybrid profession.


AE cure would kill the profession unless Doctor would require as much skill points as combat medic.




Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

NeoEcks
Wed Dec 24, 2003 5:50 am
#20

strange to me that you are listing some very important facts without really looking at them. others have pointed them out as well but perhaps one more time will help.


1) your pa is using 4 (soon to be 6) combat medics. FOUR! do you know that TWO buffed Teras Kasi artists have held anchorhead hostage for the full TWO HOURS they were buffed on my server? four of any elite profession is a force to be reconned with. just think what for master commandos or four master bounty hunters alone can accomplish in the way of damage.


2) your pa is fighting using tactics, not just bolting in blindly and hoping for the best. good tactical fighters can beat MUCH lager forces even if they are far weaker than the larger opposing force. RL history has proven this time and time again. the FIRST thing i do when i see someone whining about how overpowered another class is, or how some class (any class) needs to be nerfed, is to tell them to try fighting a tactical fight the next time around, and i offer suggestions. HOWEVER, you are already using your classes quite efficiently. so the fact that your guild is fighting smart makes you a tough forceto overcome no matter HOW strong or weak your players are profession wise.


3) the players in your pa are not affraid to suicide bomb. we have seen in RL how effective and distructive this tactic is. if your players are not concerned about item decay or are willing to wait around for a doc to res them, then perhaps ITEM DECAY should be EVEN STRONGER and take effect on death even if you are resed and not just on cloning...sound like a good idea? (i did not think so either)


i do FULLY agree that AE attacks should NOT penitrate walls. this was a good solution you offered to the problem. if you have to disease each and every player individually as they come out of the building you are going to have a MUCH more difficult time, because they can go back inside to get cured easy enough and the docs dont have to waist mind by running around trying to heal everyone at once. in fact thinking about this, it is the perfect solution. you havea strong tactical mind so think of how well you could defend your base if they could not effect everyone inside. i will not go into lengthy discussion, but you can emagine that 4 master doctors could keep the pa alive for a VERY long time only having to heal a few players at a time...





In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


Dispenser
Wed Dec 24, 2003 8:43 am
#21

CM's have already been severely crippled with nerfs....its TKA's turn. Poison is pathetic, u get poisoned, back off it will go away....you dont even need a doctor anymore. Range been nerfed, LOS was nerfed, they do less damage then Commandos, BH's, and all melee profs yet we use as many skillpoints as a Commando. Stop crying and deal with it, there are far bigger problems in game(IE. KD/Dizzy) that need fixing.

Chrisdiver
Wed Dec 24, 2003 9:39 am
#22

One word, Meditate.


Go pick on another class, and leave the CM alone.




Jadelance Durriken
Trinity Republic
Trinity City, Naboo
Shop location: -6827 -4230
Rennyn
Wed Dec 24, 2003 11:46 am
#23

4 Words for you.


Can't meditate while fighting.


A TKA CANNOT sit and meditate as long as the Combat Medic doesn't hit peace. You would have to run TOTALLY out of range of all combat. Not to mention to meditate off a top end poison it takes a good minute or more. Get a clue.

Rennyn
Wed Dec 24, 2003 12:22 pm
#24

LOL man someone has some issues.
Melampus
Wed Dec 24, 2003 1:15 pm
#25

So is there an exploit?


I mean in the past week i've seen many ppl complain that a CM "killed" thier entire guild.


I've not been able to "incap" a play ina month because of the 1hp dot effect.



so what gives



Apollo

_Macabre_
Wed Dec 24, 2003 1:52 pm
#26

It's a bug, but wounds + damage = incap (for CMs, this means poison + disease on the same pool)


Same bug that lets the flame DoT continue to incap.




Jiawa,
Teras Kasi Master / Master Doctor
Master Smuggler (Retired)
Master Creature Handler (Retired)
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