Combat Medic Archive

Thread: Nerf the CM thread...Please put ur complaints here and not make new threads...

Combat-Medic
Thu Aug 14, 2003 9:46 am
#27

But Ele, you're asking for a damage nerf AND LOS. I think you'd find if they did fix the LOS issue, that you would be dead before you got the chance to apply a poison or disease. Why? Weapons have more range than our poisons/diseases. A good double the range. You call for a nerf on an exploit that's and exploit yet you bring more into it, by saying our damage needs to be nerfed too?. And yet you had also asked for a knockdown. Make up your mind Ele. Try testing without exploiting than come back and say our packs need to be nerfed.




Tasha -====MASTER CM; Pistoleer 0/1/4/1; Doctor 0/4/3/0====- Corbantis Server

Salin'a -====MASTER Dancer; CH 1/1/0/0; Unarmed III====- Chilastra Server
WhiteRaven
Thu Aug 14, 2003 9:50 am
#28

Take away the LOS issue and problem is sloved.



but while you might be able to be sneaky and do some damage smugglers and BHs can still pound a CM pretty effectively if they a good PvPers.



LoS issues should be fixed but until we see some better data I am not one to say we need nerfing.



our diseases still suck


our AoE Disease cant be used


Doctors still make better parts than we do


Stim E is still fubared


We have no way to heal mind damage on an incapped player


and if you get knocked down with dizzy you wont even get a chance to throw a poison stim.



it takes 169 skill points to master our class we should be one of the better PvP classes.




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Elenora
Thu Aug 14, 2003 9:57 am
#29

honestly this patch has really taken the steam out of any attempts to balance our class issues...This patch seriously changes what this class is....


I think that there are a few solutions.


Keep damage and lose LOS. This would work but I think it would violate the support nature of the class. This would make us in effect what the commando class should be. We would become the main weapon of the grp and the grp would effectively support us. Totally out of line with the support nature of the class...


Reduce damage to 1/2 of what it is now and keep LOS. This would allow us to remain hidden and out of danger healing our grp while still being able to apply some damage not overpowering damage to enemies.


Take out mind damage dot totally and increase the effectiveness of H and A by large amounts...I apologize and should clarify that I think MIND dots are over powered and need to be examined...honestly i have tried H and A poisons in combat and they arent all that...so in respects to the H and A bar since its healable, its not all that powerful.


Thing is, the way im using my dots is not an exploit...im just using LOS, cover and a lot of kiting...basically i will close range spamming my aoe dot aiming for the closest player and then pull out of range before they can get any large amount of damage in, which i will then heal as i run away and heal. Honestly at 48m, I dont think i have many range issues


So im not really exploiting anything...this is just poor pvp design by the devs...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Thu Aug 14, 2003 10:00 am
#30

Whiteraven...


exactly...there are so many issues with CM outside of Mind dots that need to be fixed...


but can u imagine the uproar when people hear oh AOE disease for CM are getting fixed? as if they werent powerful enuff....


etc...until we can get this overpowering mind dot issue fixed, it will be hard to fix the other glaring errors in our class..


can u imagine the reaction when we ask for the CM advanced components for dots to be fixed? People will say what 500+ mind dots arent enuff now u want 800+ mind dots? get real is what people will say




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
CilianT
Thu Aug 14, 2003 10:04 am
#31

Reguardless of if it makes us more powerful or not, no class (including CM) should have broken skills. I'm not sure why SOE doesn't get all the schematics and skills fixed so we can atleast use everything they entended. Once everything works, then work on balance. Untill then, your just not sure who has the upperhand.
Elenora
Thu Aug 14, 2003 10:05 am
#32

i totally agree, but SOE are not very intelligent in that regard...



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
vapor311
Thu Aug 14, 2003 11:23 am
#33

Am I missing something with how poisons work, but don't you still need to go DB people, which facilitate you going outside of the building and getting shot?

Kizuna
Thu Aug 14, 2003 11:29 am
#34

Is that confirmed that the highest level poison cure a doctor can make takes 2-3 applications to get rid of the disease even if its made at its max potency? If so I think that tweaking them up to a higher level would be the most appropriate cause of action and to fix the LOS... But I do disagree with the AOE cures from the doctors... Doctors are plenty strong where they are and the LOS would take away from one of the main perks of our class, and that being the aoe's... But definately working on tweaking up the potency of the cures for single targets on the poisons would be an appropriate course here... But can anyone confirm the highest potency cure taking 2-3 applications to remove a poison?

Elenora
Thu Aug 14, 2003 11:36 am
#35

I tested it on a master doc...


took him 3 applications...the 3rd one came after the first incap...





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Thu Aug 14, 2003 11:41 am
#36

Issue with selling stim came into play since it was 10 secs between applications and it was roughly 8 secs in between dots...so it was mind posion, cure by doct, dot ticked for almost 400, then its was cure by doc, tick for 250 ish, then that incapped him, when he woke up he sat to mind regen, then cured it...


thing is the dot lasts a long time almost 15mins i think someone told me yesterday but the time between ticks is rather long once u incap from it





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
HoTron-rex
Thu Aug 14, 2003 11:48 am
#37

TYPOS AND FACTORIES FOR CHRISTS SAKES


i'm so pissed by the typos i almoast have an aneurism. how freakin hard is it to remove that 1 from 13? its like a couple data bit fix here... just delete the god damned one.


and factories. omg these are the buggiest things ever and we are required to use them.... and if we want to make money we have to use them to make andsell stims. yet they are bugged to high heavan and are different between different people... FIX IT




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High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
TekDragon
Thu Aug 14, 2003 12:11 pm
#38

This is Star Wars Galaxies, not Pokemon.


The only creatures that should be tamable are small kittens, cows, and sheep. The fact that Rancors can be tamed is a joke. You think that if somoene went into Jabba's rancor pit and said "Tiny dance" that it would dance? No, it would swallow the idiot.


Creatures should have perma death. Droids should be the ones that can be repaired. If you spent 10 days growing your creature and you dont want him to die, then DONT be an idiot and bring it out in a faction battle or send it up against a strong monster. If you do, you DESERVE to lose your pet.




TekDragon DeSol
Duke Of House Atreides
Nomdorn
Thu Aug 14, 2003 12:31 pm
#39






Elenora wrote:

In anticipation for the large number of complaints that this patch will generate towards the CM class and their dots, this thread has been created for you to come and post your complaints about out class. Please try to keep all issues pertaining to dots here and not form other threads and crowd our board with a ton of complaint threads and make it hard for us to see the other posts on this thread that need addressing...


I'll start by saying that the patch definately made Dots too power in comparison to other classes. Actuall ythe main problem is the mind dot line as it is completely unhealable. Having large H or A poison is counterable using stim, but mind damage is not. So either reconsider the ability of any class including CM to deal mind damage, make mind damage healable and buffable, or reduce the damge of just the mind poison line to a more equal level to those special moves of other master professions.


Secondly, the doctors need to have an effective counter for poisons. There must either be a poison timer placed in game to prevent poison spamming or Doctors need a counter to the AOE dot line in the form of a effective AOE cure pack. This will allow the doctor which was designed as the counter to the CM dot line to effective balance this ability. The packs would also need to be increased in power so they could effectively stop dots in one application. There is no reason a doctor with a level C cure pack cannot stop a lvl C poison from a CM in one application. By making these packs more powerful and linking it to the doctor wound treatment line, Doctor should ahve the ability to stop the poison of a equal or lower CM in one application with an appropriate level pack.


LOS need to be reconsidered...if dots will remain this power then i would agree that LOS is required to apply them. If they are reduced in daamge to fall inline with the other professions, I think that the dot could remain LOS without overpowering the class...


So please again i ask those of u that have come to this board to post your issues about the CM and Dots specificallyto please post here and try to keep the boards as organized as possible.







Why dont you post this in the doctor thread. i see nothing that describes an CM issue.


1. Ranged E arent fixed


2. Docs get lower ressources needing - why must search 25 ressources still with no survey ability


3. Dots are useless in A and B Version, they must make at least the damage of a stimA or B in healing. Why should i use them if they dont


4. Why does nobody die by my poison? It makes only 1 tick and then he is blown by another player.


Please lets talk about CM bugs here and not how the CM have to be nerfed, cause it goes to "strong". LOL i dont have 10 experimentation points and i will not master Doc to make good poisons. I mastered CM with a line in markman, too. The CM should be able to craft there own good stuff or this profession isnt a profession

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