Combat Medic Archive

Thread: Proposal to Shut Up the Nerfers

KnightHawk420
Fri Jan 09, 2004 2:35 pm
#14






Rikilii wrote:

I don't really think CMs should be nerfed -- the +1 rule is enough (too much? totally wrong?), but for those who can't get enough of this, here are my proposals (most or all of which must be taken together to reallywork and provide a good balance). These should make life fair for everyone, including the CMs.


1. Bring back DOT incaps...but.... make incaplast until DOT subides -->problem solved with Incap dance. To balance this a little, perhaps shorten duration on DOTs to prevent insanely long incaps.


2. Implement 64m rule intended for last publish.


3. Apply 75% PVP penalty to CM poisons, but allow stacking of same type poisons.


4. [Optional--this may be taking it too far] Allow stims to heal mind damage (but do not allow wound packs to heal mind wounds -- leave this for the entertainers (maybe even make it so elite entertainers can craft "mind wound packs" that any player can use on himself, that slowly regenerates mind wounds as if you're watching a dancer, but much slower than if watching that same entertainer).






Should just rename this to...."Proposal to act like I don't want to nerf CM's but really want to."



Cheylin Mena - R.I.P.
Menon Mena - R.I.P.
Hunglo Bavmador - R.I.P.
TucaRingo
Fri Jan 09, 2004 6:21 pm
#15

I am not a CM, just would like to give me two cents. My two cents is mostly based on having been in an unequalized proffession.

First off, I was a commando before the class functioned, while it was overpowered and when it was later equalized. I know the sound of the nerfing bat all too well. This is not a nerf-reply. This is not a nerf-reply. This is not a nerf-reply.

When I was a commando, during the overpowered stage, just about every PvPer I knew became one. I had wanted to be one since beta and felt a little put off by this. They call it 'flavor of the month' on Radiant server. I loved doing PvE and PvP with my tank buddy, hitting the hvy flame DOT and watch our enemies burn while she'd keep em knocked down. But after it became the 'Flavor of the month' it just wasn't any fun anymore. I'd enter PvP only to find the success rate was based on who could run away the fastest after hitting a DOT. It took no skill what so ever. Even worse, I and other Commandos didn't need any support classes. We could win a battle based purely on the number of commandos participating.

And we heard cries for nerf all of the time. Half of the posts on our forum page were support classes calling for a nerf. Our fear was that we would be nerfed back into being useless. But the heavy posting members agreed on a simple plan to keep Commando feasible and it worked. First, figure out how many pieces of the proff are mistakenly overpowered. In our case it was a code issue that made enemies register our attacks as melee, making them 2.5 times harder than they would be otherwise. Second, we had to figure what was bring the nerf-herders to us the most. We decided it was the lasting effects of the flame DOT. It caused too many lasting wounds, that could just as well have been pure damage, at the wounding had no stopping limit. Those were the changes we proposed and in the end, those were the changes put it in place by the DEVs.

I share this for one reason, when you allow the means of change to be kept in your own hand, you will not have to worry about that nerfing bat hitting too hard. If change is offered volutarily by the community in order to make a smooth running game then you can't be told you had anything 'taken away' from you.

And on a sidenote, the ones that say 'no change at all' the loudest are the 'flavor of the month' people. They'll jump off the boat right after a nerf or volutary change alike. Its the ones that want to make the class work and offer suggestions for change that will stay within the proff's community.


Sorry to take so much space, may flames begin, lol.
Vymordryss
Thu Jan 15, 2004 11:53 am
#16

I think nerfs suck to start with.

I think what they should do is +75% the strength of your guys poisons and bring them into the PvP 75% reduction like every other class. That way your still strong in PvP and in PvE you would be doing considerable dammage.

The incap thing. 1 mind or incap - same differance to me really. The annoying thing about incap is your there in under 10s and you stay there for 3 incaps then death. I would be nice if when you incaped if states were removed from you, so if you manage to get up, you actually have a chance to do something.

Range - out to 120m? C'mon guys really. I think 64m cap would be gracious seeing that long range weaponry such as rockets and sniper rifles are caped at 64m.

Lastly and most importantly, there needs to be a viable counter to poison/desease. With large groups even with a few master docs, it does not cut it. Everything else in the game you can take precautions against to extend your life expectancy in combat - except poison/desease. It would be nice to have this in the form of a % damage reduction from foods, doc/cm made inoculation packs etc as opposed to something that makes the person immune, cause that would suck for CMs.

I realise a lot of CM's won't like the above sugestions because they enjoy obliterating armys single handedly. I hope some of the more mature ones can see that PvP is about fun and fighting. That fun and fighting consistently ends roughly 10s after the first mind poison pack is thrown into the crowd. The goal should be to keep CM's a viable and vital part of any combat group, perhaps witht he ability to destory an unprepared enemy of larger size, but they should not be able to be the single determining factor against a well prepared combat group.



Vymordryss Akaetwa Of Cats
Malaydra Jedi Knight of the Rebellion
CATS Theme Music - http://www.rathergood.com/laibach/
Cats vs IMPHL
MichaelF77
Thu Jan 15, 2004 4:01 pm
#17

> Bleeds to 75%. Fire does 75%. Attacks do 75%. Why shouldn't
> poison/disease?

It should. We should get 75% INCREASE for PvE.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
LuciustheWise
Thu Jan 15, 2004 6:14 pm
#18

Way to solve this without nerfing


- Give MCMs or MDocs the ability to throw AoE poison/disease cures


- Give CMs mind heal that does not give mind wounds, just subtract cure given from CM mind bar


- Give BE and armor smiths ability to produce items that increase resistance to poisons/diseases


Keep ability to do this at master levels for various classes, certainly the AoE cures and should probably move mind heal to MCM.Whole arguement who does more damage or DoT is spurious at best. Messing with that or ranges further will destroy the class. The biggest complaint is that there is no real way to defend against chemical attacks and no real way to cure it in a large fight. While I do disagree with that position to a certain extent, common sense answers are needed not nerfs.



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