Combat Medic Archive
Thread: Combat Medic Issues Thread: Data Gathering
This is how I personally would order the list. I will probaly change my mind about alot of things after reading all on my fellow CMs posts, so I am thinking of this as just the begining.
Grand supreme issue to me is Revive player.
If we must, the player can take wounds equivalent to what would be taken if he cloned at a facility where he had not saved. Really I feel a master combat medic should have some sort of revive. This would help greatly in smaller hunting groups that I normally end up in as the only healer.
1. PvE Just remove the +1 Nerf from PvE and we will be back in business.
2. Resources: We have too many specific resources, I don’t mind a few, but at the moment there is so many we have to have a whole mining operation just to have the basics. Which leaves us with no skill point for combat.
3. Increased Range for /mindheal: For the cost of this ability I would be happy if it was an area effect of 35 meters. otherwise lower the wound cost and extend the range, and remove the range/los for using this on a group member
4. Cures vs. Poisons/Diseases. I think there should be area cures, but only by MCM. We are the masters of the area effect stims, it only makes sense.
5. Interdependency: I feel this issue is tied to the Resources issue, If our resources were not so rare it would be easier to hire someone to do surveys for ya, but as it stands you can not afford to lose even a day when CM resources spawn.
6. Usefulness of Disease: I think they should have greater effect/duration in PvE, but they are just annoying in PvP.
7. Money: This is a direct result of the PvE issue, fix PvE and I bet we will get better mission.
8. No Incap: This is a dead horse issue in PVP, but for goodness sake remove the +1 nerf from PvE.
9. Damage Mitigation of some form for CMs: I would rather see a huge poison/disease resist bonus, especially in PvE
10. Faction Points. I have not had any problems getting faction since the last patch.
11. Flamethrower/On Fire Cure: Not a CM issue. I think they should have greater effect/duration in PvE, but they are just annoying in PvP.
12. Healing while mounted Not an issue, make a dismount macro. The biggest help would be to make it so our mounts don't disappear. I personally don't have an issue with this, but I also am in business with a doctor.
13. Experimentation: I personally don't have an issue with this, but I also am in business with a doctor.
14. DoT Duration vs. Tick Intervals: I have not heard of this being a problem.
Mind Buffs.
Not only would this help CMs get money but it would also give the comunity something else to rely on besides brandy (entertainer buffs? please). This would also counter their ranged mind tick poisen that WILL kill you in any battle. Especialy if they raid you with BHs spamming eyeshot. They would act exactly like docter buffs in that at master you can give out +3000 -4000 and times like 2-3 hours (experimantation and item quality affected).
I'll probably gather it all together this weekend, and then next week we can break out the individual issues and hammer out the wording.
vortexala wrote:
The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
No opinion on this issue but that's because I'm a bit confused as to what you mean. Can you give an example of what you mean?
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
This is probably more of a general medic/doc/CM issue but many other professions suffer from the same thing. I don't think any drastic changes are needed here since in SWG you're open to pick up another class to support yourself and there are many alternative ways to generate credits.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
I don't think there should bea LARGEchange in the increase of resources because there should be a little bit of work involved to obtain resources. If this does change then only increase spawning by a LITTLE bit. Stats aren't really a problem because in PVP even low end poisons are pretty effective.
4. No Incap from Poisons. Some would like this changed back to the way it was.
Strongly DIsagree. I can't tell you how many numerous times I've poisoned groups of people to see their mind drained to nothing. I've dealt it many times and I've been on the receiving end many times. I experience this multiple times thorughout the day while participating in base related defense and offense. If poisons could incap nowthis would bring on a hoard of complaints never before seen.
5. Faction Points. We would like FP for utilizing our skills.
Yeah, CMs could use a method to get more FP but I think this is an issue with many other professions who have to walk up to someone to DB them and get FP. Again, this is probably where you use another class to help in combination with CM.
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
Disagree.Cures are not more powerful than poisons in balancing gameplay. I've seen quite often where a Doc has to multiple cures to rid a disease or poison off of me. As it stands a CM can toss an area attack and a Doc's single cure abilities are overwhelmed.
7. Flamethrower/On Fire Cure(Docs got this one)
Don't have much of a problem with Docs getting this. However if CMs can get a ranged version that would be nice.
8. Usefulness of Disease needs to be examined.
Agree disease needs to be rexamined in PVE. However, PVP is a totally different story.
9. PvE damage needs to be examined.
Agree. CMs might need a little buffing up in this area but if the Devs feel they are not meant to PVE on the same level as other combat professions then the solution is to pickup another class so supplement CM.
10. Healing while mounted
Haven't heard of this issue before. Not sure what you are referring to. Are you talking about giving heals while mounted or receiving heals while mounted? As with all other abilities a player shouldn't be able to take action while on a mount.
11. DoT Duration vs Tick Intervals needs to be examined.
I think that poison duration should be increased and maybe disease duration should be decreased a tad.
12. Experimentation:Full experimentationon CM Stim components is desired.
Agree.
13. Increased Range for /mindheal
Yes and perhaps since CMs can deal damage to the mind pool so well the penalty of healing mind should be removed also.
14. Damage Mitigation of some form for CMs
There should probably be some very LIGHT defenses added but I'm not sure what kind you mean at this point.
The Bug List:
1. Range - AGREE this needs to be fixed asap.
2.LOS - AGREE this needs to be fixed asap.
3. Z-Axis - AGREE this needs to be fixed asap.
4. Damage DoT+Wound DoT=Incap - I'm kind of iffy on this subject so no opinion yet.
Range, LOS, Z-Axis are such game breaking issues right now. These if anything need to be put on top priority. There is no balancing reason why a CM should be able to toss beyond 64m.
LOS needs to be fixed also. Some people are going to say that it's a gas, this is how it works in real life but we're also playing a game and we want fair balance for everyone.
I've been inmany bases and get whacked with poison/disease so many times from a CM who's on the outside (always the dreaded "Poisoned by Human" message). I can't shoot back to drop the person tossing the poisons/diseases and I don't even know who tossed it.I know some people are going tosaygo outside of the base but then I get whacked by poison/disease from a CM inside a base. Sure I could do the same but this is not balanced.
Z-axis, same as above. No one should be able to toss a poison/disease or any other kind of attack from the bottom of a base to the people above or outside. It's not fair or balanced.
Additional Bugs:
CMs tossing poisons/diseases in the water. CMs can use hit and run tactics to nail people. Sure some people might get a shot off or two but not enough to drop the CM in time.
I'm not sure since I never had time to fully test my heals but I always have issues tossing my area heals. I often get the message that target is out of range when I am in fact below range. I was even standing at 0 - 1m range of my target and sometimes I can't get a area heal off. This was before I mastered CM. Another problem is I can never get my heals to go as far out as my diseases/poisons. Heals need to be beefed up.
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2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
4. No Incap from Poisons. Some would like this changed back to the way it was.
5. Faction Points. We would like FP for utilizing our skills.
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
7. Flamethrower/On Fire Cure(Docs got this one)
8. Usefulness of Disease needs to be examined.
9. PvE damage needs to be examined.
vortexala wrote:
Well, It's about that time to list our issues in one place. I was going to simply create a listing based off of what I've read here on these forums, but have decided to instead open it up to everyone here for discussion.
So, lets gather together a set of issues facing our profession, as decided upon by those within the profession. I'm going to start with Pahds excellent 'State of...' post and we can either add to, or remove, items from the list. This is just to gather together the issues, we can break them out later and hash out the wording to everyones approval in subsequent posts
Simply state if you agree with an issue or disagree, and also state what other issues you'd like to see added.
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
Agree, but see answer to #12.
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
Agree. CM's really are a pure support class as they exist, without ability to solo purely as CM's. (My CM politician hybrid is nigh unto useless alone...)
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
Somewhat disagree. There are always rare resources in any crafting class which allow it to make things above and beyond the typical mundane craftable. CM's are not actually prevented from making disease/poisons/etc in the present system, just not making as uber of ones as we'd like. Now, I would like the spawn tables checked to ensure that there exists a possibility of spawning the resources with worthwhile attributes...
4. No Incap from Poisons. Some would like this changed back to the way it was.
Agree, but with reservations. I understand the incap dance issue, but at the same time it's unreasonable that poison or disease would "nearly" kill someone. Add a DOT timer for the first 10 seconds after standing up from incap, perhaps? That would give people a chance to be healed in that timeframe.
5. Faction Points. We would like FP for utilizing our skills.
Pretty please?
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
Need more data. Cures are more powerful--how so? Stims cure more damage than poisons do? Probably not unreasonable, since the alternative is that a single area poison then makes it unworkable for an entire combat medic to do more than area heal the whole battle.
7. Flamethrower/On Fire Cure(Docs got this one)
Doc craftable, general use item, perhaps? How hard is a fireblanket or fire extinguisher to use, really?
8. Usefulness of Disease needs to be examined.
Disease seems to be a pure PVP item, not necesarily all that helpful even then.
9. PvE damage needs to be examined.
Agree. Agree. Agree!
10. Healing while mounted
Would sure be nice.
11. DoT Duration vs Tick Intervals needs to be examined.
I'd actually rather see smaller damage amounts over more frequent ticks, honestly.
12. Experimentation:Full experimentationon CM Stim components is desired.
Either we depend on other classes and they depend on us or not. We can't have it both ways. So if they add more dependencies on CM's per #1, then keep this, otherwise, allow us to experiment with our own stim comps to the full ability.
13. Increased Range for /mindheal
Moot point once mind stims are created. Not worth dev time, IMO.
14. Damage Mitigation of some form for CMs
Might be nice, but along with it might be a poison mitigation for advanced combat classes....just a thought.
The Bug List:
1. Range
Tough issue. What happens to that poison that I throw 64m but has a 13m radius? Are people from 51-64m hit while 64-77 are safe? I'm not quite sure what to do about this one. The longer range is a difficulty.
2.LOS
Yes, flat plane objects like fallen logs should not block LOS.
3. Z-Axis
Unclear....healing on steep slopes is an issue, of course, but moving in combat on steep slopes is pretty confusing too.
4. Damage DoT+Wound DoT=Incap
Bug? Feature? Something not to be touched until we get another method to kill in PvE?
vortexala wrote:
Well, It's about that time to list our issues in one place. I was going to simply create a listing based off of what I've read here on these forums, but have decided to instead open it up to everyone here for discussion.
So, lets gather together a set of issues facing our profession, as decided upon by those within the profession. I'm going to start with Pahds excellent 'State of...' post and we can either add to, or remove, items from the list. This is just to gather together the issues, we can break them out later and hash out the wording to everyones approval in subsequent posts
Simply state if you agree with an issue or disagree, and also state what other issues you'd like to see added.
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them. Strongly Agree.
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.I have mixed feelings on this. I feel we shouldn't have to vendor to make money with CM. I know when you take missions it looks at the weapon you equiped and then gives you missions based on that. I think for our missions payout to take the CM skill level into effect we'd need to equip something. I do not think a weapon is the answer since we do depend on another weapon skill for combat.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats. Somewhat agree. I think to make the best stims you should have to work a bit to get those resources. I don't want it handed to us. I do think however that things like tolium reactive gas shoudl spawn more than once every couple of months. They need to balance the rare resources and how they spawn. Months is simply too long.
4. No Incap from Poisons. Some would like this changed back to the way it was. Agreed, but I think a lot of people would cry about it.
5. Faction Points. We would like FP for utilizing our skills. Agreed
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue) No comment presently on this one.
7. Flamethrower/On Fire Cure(Docs got this one) Neutral. It's not a big deal, just something else the drs get. I'm too busy throwing poisons to take a blankie out.
8. Usefulness of Disease needs to be examined. Agreed, it seems to be used mostly for griefing.
9. PvE damage needs to be examined. Strongly agree.
10. Healing while mounted I don't hunt or pvp while mounted so I can't really comment on this.
11. DoT Duration vs Tick Intervals needs to be examined. Agree
12. Experimentation:Full experimentationon CM Stim components is desired. Agree
13. Increased Range for /mindheal Agreed. I rarely use this because of the wounds it gives me. I have used in a pinch to save somebody though, I think ranged would nice.
14. Damage Mitigation of some form for CMs Agreed.
The Bug List:
1. Range
2.LOS
3. Z-Axis
4. Damage DoT+Wound DoT=Incap
The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
Doctors should depend on us for components to make cures. Chefs should depend on us for components for resist food. If they ever do implement resist buffs, then CMs should be the ones to apply them or again be the sole provider of components to make them.
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
Giving us the ability to buff player resists to poison, disease and states would help us out alot I think.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
There are several classes out there that do not have the inherent ability to harvest required resources to craft their supplies. However, only the CM and the Medic suffer from the lack of having a viable market with which to cover their overhead costs. With CM being an Elite class and requiring more skill points then this is even more of a burden on the CM. Some solutions I could see are:
- Make some of the rares planet only spawns.
- Give us something we can craft on a regular basis that we can sell to any player. Something other players will find useful such as resists to poison, disease and state attacks.
- Give us the ability to survey. I have never been a big fan of giving us the ability to survey. However when I found out Jedi Initiates get the ability to survey, sample and get +50 to Surveying I changed my mind. If they are able to be self sufficient then we should at the very least get the ability to survey.
4. No Incap from Poisons. Some would like this changed back to the way it was.
Personally I like poison + disease incap. It tends to make things a bit more challenging and makes the fight last longer.
5. Faction Points. We would like FP for utilizing our skills.
Riflemen always gank my DBs lol.
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
A Class-A cure should never immediately cure a Class-B or C poison. Personally I'd like to see a power rating on the cures that is scaled. Say for instance a Class-A cure can cure up to a max of 400 poison damage, a Class-B has a max of 800, and a Class-C a max of 1200. The components to make these cures should require some CM made components to impose some interdependancy between the classes.
7. Flamethrower/On Fire Cure(Docs got this one)
There is no reason that CMs shouldn't have recieved the ability to extinguish fire. This just drives us further and further away from being the best combat healer.
8. Usefulness of Disease needs to be examined.
I'd like to see disease add states or the timer on disease reduced by 10 seconds. 40 seconds is way too long to tic. In PVE it would be nice if disease lowered resists on creatures. That effect would rock in PVP but would be heinous.
9. PvE damage needs to be examined.
We need the PVP damage to be increased or we need the ability to lower resists on mobs. This would increase the desire to have us in groups over Doctors on big game hunts.
10. Healing while mounted
It would be nice to heal while mounted but the problem is that poisons use the same coding as healing. As such it would lead to a rash of CMs exploiting the ability to do fast drive-by mass poisonings. Also there would be no point to healing while mounted since our healing stops us dead in our tracks for a full 4 seconds.
11. DoT Duration vs Tick Intervals needs to be examined.
Poison tic rate is fine I think but disease needs to be decreased to 30 sec.
12. Experimentation:Full experimentationon CM Stim components is desired.
I don't mind keeping it the way it is as long as some kind of interdependancy is implemented between Doctors and CMs.
13. Increased Range for /mindheal
I'd be happy to keep mind heal the way it is but the wounds one takes is just ridiculous. Remove the wounds or lessen the wounds taken.
14. Damage Mitigation of some form for CMs
I don't think CMs should get ranged or melee mitigation. However we should get some form of inherent resists or mitigation to poison and disease. It is ridiculous to think that as much as we work with the stuff we would not start to build up resistance to it. Melee classes get Melee mitigation for the type of damage they do. Ranged classes get Ranged Mitigation for the same reasons. Why shouldn't we get resists or mitigation for the type of damage we do?
*15. Drag Range
Why do Doctors have a larger drag range than CMs when we are supposed to be the forefront battle healers? Our drag range should be increased to 40-45m and keep Master Docs at 32m.
*16. Combat Damage
The fact is that Docs are better Combat Healers than we are.There are a total of 13 types of "combat damage". By combat damage I refer to damage, states, effects incurred IN COMBAT. Doctors can heal 12 of these while CMs can only heal 5. Yet we are supposed to be the better combat healers? Absolutely ridiculous.Doctors are overall the better "combat healers".
- Doctor - Health Damage, Action Damage, Intimdated, Stunned, Dizzy, Blind, Bleeds, Poison, Disease, Wounds, Death, and now Fire
- CM - Health Damage, Action Damage, Mind Damage, Bleeds, and Wounds
The Bug List:
1. Range - Drop it to 64m max but remove the 4 sec self-root and increase the damage to compensate.
2.LOS - LOS is mostly a problem with the game itself. Be it lag or pathing/draw issues it really isn't a CM issue.
3. Z-Axis - I like it the way it is because it makes our weaker AE poisons more of a threat.
4. Damage DoT+Wound DoT=Incap - This just makes us work harder for the incap. I say keep it.
vortexala wrote:
The Issues List:
1A. Combat Queue!!!!! Apply poision and Apply disease and heals should show in combat queue
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
We should absolutely provide an Antidote or Antidote subcomponent for curepoison...seems like a no-brainer, but....
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
I don't really care about missions, and we can sell Bs. They're just not as good as Docs'. That said, I've burned through millions of credits in the past few weeks getting resources with little hope of making it back. If master medics or docs could use low-level ranged or area stim As, it would open up our market considerably without taking away our heal advantage.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats. Titanium aluminum (always crappy stats) and Class 1 radioactive (rarely available at all) are the hardest (Radiant Galaxy), but it shouldn't be easy either
4. No Incap from Poisons. Some would like this changed back to the way it was.
I'd like an incap if we get faster ticks w/ lower damage, but poison + disease incap is fine
5. Faction Points. We would like FP for utilizing our skills. yes
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue) don't know
7. Flamethrower/On Fire Cure(Docs got this one) at master medic would be nice
8. Usefulness of Disease needs to be examined. We need it, just a little more power or speed
9. PvE damage needs to be examined. YES!!!
10. Healing while mounted nah
11. DoT Duration vs Tick Intervals needs to be examined. faster ticks
12. Experimentation:Full experimentationon CM Stim components is desired. at little more than medic would be fine
13. Increased Range for /mindheal I don't bother to use it because it costs too much, but if it were an area heal, the wounds would be justifiable. Otherwise should incure less wounds
14. Damage Mitigation of some form for CMs Moderate ranged defense bonus would be just right, IMHO. We shouldn't get brawler defenses, as some might suggest
The Bug List:
1. Range 64m max like any other ranged prof
2.LOS fix it
3. Z-Axis
4. Damage DoT+Wound DoT=Incap
Message Edited by Megatroid on 03-12-2004 07:16 AM
Note: This is a thread For CMs to discuss their issues. Do NOT troll, flame or argue in this thread. Anyone who does will simply be reported. Also, do not respond to anyone exhibiting this behaviour. Lets keep it constructive.
The Issues List:
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
Doc cure packs absolutely should rely on Combat Medic components. They also should be very weak if the doc does not use advanced components. Just like our heal packs are. If we have to rely on the doctor, the the doctor should have to rely on us when crafting.
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
I agree with this. This is why the combat medic needs to be able to build resist packs for poisons and diseases. We would then have something to sell to the player base as buffs.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
I have to disagree with changing of this, unless we get nerfed in some way. Right now the trade off for the amount of power we have is that our resources are so hard to get sometimes. This should stay the way it is.
4. No Incap from Poisons. Some would like this changed back to the way it was.
I think no Incap from poisons alone is fine, as long as we can keep the incap for poison and disease combination.
5. Faction Points. We would like FP for utilizing our skills.
Yep we need something like this.
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
I think this is fine, I just wish doctors had to get their components to make cures. If a doctor used the best components available, then the power of the heal should be good, if not then it should be very weak.
7. Flamethrower/On Fire Cure(Docs got this one)
No problem with this actually.
8. Usefulness of Disease needs to be examined.
I think disease hasa place. It is used to slow the battle down, used in that capacity it is very useful. In PvE it is a waste but in PVP it is good.
9. PvE damage needs to be examined.
Yeah it does.
10. Healing while mounted
Nah leave this alone, there is no need to change this. Especially in vehicles.
11. DoT Duration vs Tick Intervals needs to be examined.
Would like to see the tick happen more often with less damage, this I think would quiet many of the nerfers as their bars will go down more gradually.
12. Experimentation:Full experimentationon CM Stim components is desired.
No I don't think we need this as long as their is a dependency created from Doctor to Combat Medic in some way.
13. Increased Range for /mindheal
Just do away with the current mind heal and give us something less restrictive. This whole wounds for healing thing is stupid.
14. Damage Mitigation of some form for CMs
Would be nice, but only of there is a damage nerf of some kind, otherwise lets leave things as is. We can get damage mitigation from combat professions if we want to go that route.
The Bug List:
1. Range
Yeah fix the range past 64 meters thing.
2.LOS
Yeah, but across the board, make people stop shooting me through hills and rocks...
3. Z-Axis
4. Damage DoT+Wound DoT=IncapNot a bug in my opinion. Leave this alone, this is our last recourse with being able to bring someone down. Let the nerfers be damned.