Combat Medic Archive
Thread: MASSIVE NERF for CM's on TC!!
Saratoga wrote:
The DEVs favor CHs, melee types, commandos, and BHs.
Are you out of your mind??? The devs favor CH's??? Have you read the CH nerfs that are going in? They removed the AR from the maulers, cut their kinetic resists in half, and have nerf several other popular CH pets, the BDQ, the Gurreck, etc. I don't usually flame posts, in fact this might be my first one, but you should go back and read all the CH changes that have gone in since the game was released if you think the Devs favor CH's. We've been hit with some kind of nerf EVERY month.
I'm a CH and this latest patch will probably be the end of my CH'ing. My first holo told me to become CM and I have been putting it off in the hopes of getting at least one more holocron. Now it looks like I'm just going from one nerfed profession to another. BTW, I'm also a Pistoleer who's had to deal with the FWG5 nerf, totally useless specials, no state effect attacks, and pistol speed that can be outdone but some riflemen.
Sorry if I sound defensive, this isn't a personal attack. Trust me, the Devs DO NOT favor CH's.
I dont really have a problem with that range nerf.
I do think that AT-ST or at least the crew members should be able to be poisoned. Maybe give them alittle resistance to it like efectiveness decrease of 25-33%, but we should be able to pitch a poison thru the view port
Lexy wrote:
Well, if you can poison the crew of an AT-ST, we should be able to heal them and cure poison/disease on them then
I totally agree with you, I also think that dmg done to the AT-ST itself should be able to be fixed by a droid with the proper modual
My fear is that all these changes will lead to a greatly reducedneed for CM's.
I dont play CM for the PvP. The combat ability we have is weak at best. The skill point req means there isnt much room to improve that area either, especially after the points needed in other areas just to perform the role of CM. The reason Ido love CM is what we bring to a group. I can't abide having my role in a group nerfed! Through the Dev's action it seems we are intended to be a non combat support class. Fine, I can live with that too, but our support role should remain powerfull.
If the special ham use changes are good for the majority of the players then I can live with that, but the fact is it will lead to less need for us. Same thing with mitigation, more defense=less damage=less need for CM. It's a good thing for the game, seems to me, but it still means less of a role for me.
On the subject of mitigation, the Devs have spoken about changing mob AI to aggro healers and creature owners more often. So we are not getting mitigation as of yet, but we may be getting an AI that hates us more than the 10k mauler in front of it? I don't like that one bit.
On the CH nerf, less creature protection means more creature damage. That is certainly more damage to heal but I don't care to have my profession become more of a veterinarian than it already is.
Thsese changes are probably good for the game as a whole but I can't help but think they will amount to a large de-facto nerf for Combat Medics. All I'm asking for is to maintain the same role and relevance in a group.
Voss, MCM
I don't have any Dev wrod on this (and obvisouly I'm not Pahdbacca either) but generally speaking you are talking abou the capabilities of something at use. By that I mean that it will chack throwing distance when you throw it and, as such, they will very likely fall under the 64m cap. Now where old packs might be able to get around something would be the 45m cap on the actual crafted packs. Probably if you already have a pack with a base over 45 it will not be lowered. But that's only useful to someone with less than Master who doesn;t have the mods that would allow them to throw a minimum of 64m anyways. So it would be pretty limited to make a bunch of those packs now,I would think.
Lexy wrote:
Pahdbacca:
The ONE thing I want to know is this: is the 64m range nerf retroactive?
Will poisons crafted BEFORE this nerf still be able to throw at their correct range, or will it change all our current stock to be 64m?
If it's not retroactive....time to run thousands of poisons and diseases in the factory...
You know at first I thought, resists? no biggie I'll experiment the potency up
Then I thought about the DPS. No biggie I'll use mind poison which is unhealable.
No ARC loading? no worries I'll experiment with what I have and make my poisons very potent
Now ARC is loading but then came +1. I thought ok no biggie, at least I haverange higher base potency and unhealable damage I can deal.
Now on the horizon is a nerf to range? Leaving me with what? High Potency, Short Range, crappy DPS "KD me please" poisons?
Personally I think if this will be the case just make all poisons and diseases have a base range of 32 and give us a higher base damage. Or get rid of the throwing animation that makes us stop in our tracks allowing someone to catch up to us. We really aren't getting anything else for the effort we put into our poisons.
My 120 eff, 48m, 110 pot Mind Melts are going to be a waste I suppose. /sigh It's getting harder and harder to hold on to CM...
OK, I am new to the CM professions and have a question about this distance cap.
If it is maxed out say at 64m, does the area of effect still reach beyond the 64m range for items that have a radius??
Or is it thatthere is some invisible wall that only will area heal 64m and under???
The two changes that concern me are:
All new HAM cost system for combat - Special moves take from the max value, but regenerate much, much faster. The end result is that HAM spent on special moves regenerates MUCH faster than damage, so it should make combat more dynamic.
Added line of sight checks to all healing commands. Because of this, it is no longer possible to perform healing actions on targets outside of a building if you are inside it (or vice versa).
Wait and see I guess
Allah_Killed_My_Kitten wrote:
donnysabertooth wrote:
liar, max range is 80m, why do u have to lie?
You don't know what your talking about. Learn to craft.
does it matter how much longer than 64m the range is?
OK. So now, our non-lethal low DPS VERY expensive primary weapon requires us to be within shooting range for our target. Yet we STILL don't get any defensive bonuses outside of the few points we got from the ranged combat support tree in marksman. This is awful. As soon as a CM throws a poison/disease in PvP, they become the number one target for the enemy, but we have no ability to defend ourselves.
Heck, we can't even HEAL properly anymore because the devs are taking the easy solution to fix the problem of healing from inside a private house. I sort of thought when they noticed the mass exodus of CMs to the Doctor profession they'd realize something was wrong here, but I guess they decided to make us the most expensive near useless profession in the game. This is so incredibly frustrating. I might as well take up Chef as much fun as I'm having with CM. At least then I can run around saying "got milk?"
WildWildMaN wrote:
I disagree, i like my 84-98m range poisons VERY much
liar, max range is 80m, why do u have to lie?