Combat Medic Archive

Thread: MY LAST METHOD OF BALANCE FOR CM AND IM GOING TO GIVE UP..

teeth0r
Thu Apr 29, 2004 1:42 pm
#14



Here's a repost of something I wrote on my server's forum, these are modifications I think would help balance CMs without overly nerfing them..


1. Modify the Doctor's cure poison and cure disease packs so that they not only cure the effect, but also boost the patients immune system for a period of time afterwards, making them resist any further poison/disease attacks until the immunity ends (1-5 minutes). We don't need or want more buffs ('poison resist' ones or otherwise), nor are Doctors going to be given AoE packs, that goes against their design.


2. Reduce the duration of the poisons and diseases - right now a good area poison lasts over 4 minutes, even a modestly-powerful poison can rack up over 10000 mind damage in that amount of time, which is excessive. Reduce the poisons duration to 2-3 minutes max. This would make the Chef food 'Dustcrepe', which reduces DoT duration, more useful.


3. Remove the incap that occurs when a poison and a disease are applied to the same stat.


4. Make the poison hit/miss calculation based on the players ranged defense and dodge/counter-attack/block and whether or not the CM has been blinded. They are using a 'ranged weapon' on us so its accuracy should be calculated just like any other ranged weapon.


5. In combination with (4), change the 'poison resist' skilltape mod (also found on Aakuan items) and the Chef food Cho-Nor-Hoola so that they reduce the damage taken on each tick. If a person manages to get +25 poison resist (very very hard to do) and eats Cho-Nor-Hoola (+25 max, with the best ingredients commonly available), the damage of the poison tick should be reduced by 50%.


The vast majority of people would only be able to get 25% reduction from eating the Chef food, and even then, they have to fit that food into their stomachs which takes away room from other favourites like Canapes, Thakitillo, Air Cake, Synthsteak etc.


I don't believe that CMs should be given a 75% damage reduction 'for free', which all the whiners want. But a 50% max damage reduction that people will have to 'work for', is fair.


6. Give poisons and diseases a minimum range of say 16m, so a CM cannot poison aplayer who surprises them at close range.


7. Remove 'clone tef' from the game. There's nothing more irritating than killing a CM, and then watching him clone, run over to your group, and poison all of you again, over and over and over!

teeth0r
Fri Apr 30, 2004 3:45 am
#15

Hey there, nice points.. but in a lot of your responses you seem to be treating a CM as if that's all the skills he has. I don't know about you, but I've never met 'just' a CM in combat. I've met CM /Pistoleers with massive defenses and plenty of melee survivability. I've met CM / RMs with scary high damage to mind and above average ranged defenses etc.


CM doesn't give you defenses it's true, but then it is supposed to be a support profession. I was an MDoc for 3 months and it didn't bother me that it didn't give me any defenses tbh. I would never expect to have much of a chance in high level PvP if my character had only spent points on one profession.

Kammots-Ahazi
Fri Apr 30, 2004 7:06 pm
#16

I liked the UO pots idea. They should be doc crafted. And there is nothing wrong with a novice using these as they will not be as potent as a doctor using them. People use stim B's with 400-600 base heal stats. I bet they sure as heck did not make those themselves.. a doctor made them.. probably a master at that.



Advocates of War - Kammots
"Work is where I go, not what I do there" - Kammots

"wOOt"

Brainplay
Sat May 01, 2004 5:25 am
#17






teeth0r wrote:

Hey there, nice points.. but in a lot of your responses you seem to be treating a CM as if that's all the skills he has. I don't know about you, but I've never met 'just' a CM in combat. I've met CM /Pistoleers with massive defenses and plenty of melee survivability. I've met CM / RMs with scary high damage to mind and above average ranged defenses etc.


CM doesn't give you defenses it's true, but then it is supposed to be a support profession. I was an MDoc for 3 months and it didn't bother me that it didn't give me any defenses tbh. I would never expect to have much of a chance in high level PvP if my character had only spent points on one profession.








I was a pistoleer before I was a rifleman. The defensive bonus you get from pistols are offset by the low damage you do. So I switched to rifleman. Now I really dont even need to use my poisons in PvP. They are more of..insurance. Using a spraystick for speed Ishoot a dizzy, posture down, headshot headshot headshot and they're dead. As long as they aren't using a stun layered helm they're toast. Now that pistols are getting a dual wield capability I might consider going back.


I keep hearing that we're a support profession but I dont see the support thing really. I'm currently petitioning to have stimB's move up to pharmacology4 useage. Remove the ability of a novice medic to make huge heals and I can see the need for a medic. Being a MDoc is nice since you can master any profession you choose and have some points left over. The can counter CM's effectively, buff, heal states, and make fortunes on stimB's and buffs. I still have to buy my ranged and area heal components from a doctor to make the best stuff. Thats just sad.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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