Combat Medic Archive

Thread: The cure poison report Post patch (also posted in the Doctor forum)

Mraughh
Thu Oct 09, 2003 9:28 pm
#14

no, our poisons and disease are working at pre patch levels. I killed several people testing this.



If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Zariell
Fri Oct 10, 2003 1:29 am
#15

Cure packs should take a good 3 or 4 trys NO MATTER THE EFFECTIVENESS.


Something should not be instantly negated.


If they can have instant cures, we should get instant posion, but we DONT. We constantly, and usually more often then not, miss with the throw.




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


Mraughh
Fri Oct 10, 2003 4:27 am
#16

Kave, then 2 things need to be changed to compensate, and this may be a good fix for the problem.


Cure poison needs to have a seperate timer. - scale it up to where a master doctor can use a cure pack 1 time per second. In additon 1/2 the cost of mind to use the cure. this wouldgo a long way to solving the AOE dilemma. Another optionis the PBAOE cure poison, but that might require more work on the Devs part to implement than fidlling with the cure timers.


I can get by with the current mind cost of using a cure with food and muon but the timer is what is killing people from an AOE.






If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Mraughh
Fri Oct 10, 2003 4:29 am
#17

Zariell, I miss maybe 1 time in 20 throws. you must not be experimenting potency if you are missing alot.


I shoot for 96 potency, and this gives me the above results.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Kavedawg
Fri Oct 10, 2003 6:54 am
#18






Mraughh wrote:

Kave, then 2 things need to be changed to compensate, and this may be a good fix for the problem.


Cure poison needs to have a seperate timer. - scale it up to where a master doctor can use a cure pack 1 time per second. In additon 1/2 the cost of mind to use the cure. this wouldgo a long way to solving the AOE dilemma. Another optionis the PBAOE cure poison, but that might require more work on the Devs part to implement than fidlling with the cure timers.


I can get by with the current mind cost of using a cure with food and muon but the timer is what is killing people from an AOE.








there are several ideas bouncing around on how to balance things between the poisonAoE and doc cures. I can't go into them because it's all speculation right now. but finding a good middle ground for both the doc's and CM's and getting implemented is going to take some time. I just want to check and make sure everyone can live with the current version of cure for now.



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Cedron
Fri Oct 10, 2003 6:58 am
#19

Franly, I agree with the Devs on this one. Cure medicines should be more powerful than the coresponding poisons because of AOE poisons. Otherwise the cure packs will be useless as the delay between applications will make it so the Doc curing will have no chance of keeping anyone alive--they would barely be able to keep themesleves alive, much less help someone else.


Cedron
Master Combat Medic / Master Surgeon
Starsider

Jacore
Fri Oct 10, 2003 7:14 am
#20

Kave,


I can live with it as a step forward, but I hope they will acknowledge within the med forums that it is a temporary fix, and once a longer term fix for it is found (PBAOE) that this be reversed. If they can do this they can also temporarily reduce the mind cost and timer as Mraugh suggested. That would help as temporary fixes...as long as it's made clear the'll be rolled back when a better solution arrives.


Jacore

Khragon
Fri Oct 10, 2003 7:56 am
#21

People forget that AOE poison is weaker then a single version. Right now a Cure B can easily be crafted to cure AOE poison, whereas C's are needed to cure single target poison because those are stronger. Cure C poison ALWAYS cures an AOE poison and most of the time cures a single C if they crafted them well with nice resources.

Daffid011
Fri Oct 10, 2003 11:02 am
#22

If I am not wrong, there is a much longer delay if the doctor cures themselves as opposed to curing someone else. That might have changed in the last month though.



Daffid Owen
"Anyone who runs is rebel. Anyone who stands still is well-disciplined rebel "
Gallion
Sun Oct 12, 2003 4:47 am
#23



Khragon wrote:

People forget that AOE poison is weaker then a single version. Right now a Cure B can easily be crafted to cure AOE poison, whereas C's are needed to cure single target poison because those are stronger. Cure C poison ALWAYS cures an AOE poison and most of the time cures a single C if they crafted them well with nice resources.






I have repeatedly made Area Poison Cs that could not be cured with my own Cure Poison Cs in one shot. add to this, that if its a doctor and a combat medic going against each other, the combat medic wins this exchange because the doctor is on the same heal timer the cm is to apply the poison and there is nothing stopping the cm from reapplying the poison. So the docs mind goes down either way, until eventually he can't cure himself at all and gets incapped.

if the doc is in a group of say 5, the cm throws poison and misses or is resisted by 1 member. thats 4 people who need cures. 1 cure to the doctor himself. 2 cure to the 1 person who didn't run around the corner at the cm medic. 3 ticks, and 2 people are down. Incapped with virtually no way to revive them since only mind poison is used in pvp
Mraughh
Sun Oct 12, 2003 6:56 am
#24

Gallion, how are you experimenting your cure Cs then? are you dumping all points into charges or into effectivness?



If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Gallion
Sun Oct 12, 2003 9:03 pm
#25

All effectiveness. Despite the fact there is no displayed value affected by it. I can experiment up to around 90%. For the poisons, 2 points experimented on ease of use (to about 90 potency), and at least 6 on effectiveness (about 485 per tick of damage) occasionally putting remaining points in charges.
Necrofiliak
Mon Oct 13, 2003 1:34 am
#26

how many people cure if, lets say u area poisoned a group of 5? i say about 3 or 4 depending on your poisons of course. thats if a doctors is around who has nice cure poisons. a few people will probably die. keep spamming area poisons and the doc himself will run out of mind pts.. eventually.
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