Combat Medic Archive
Thread: Bi-Weekly Question: What should we ask next?
Mild-Breeze-Trooper wrote:
What I'd like to know though is what the devs vision for us really is.
Can we get a definite answer about wether we are "combat MEDICS" or "COMBAT medics". Are we supposed to be damage dealers, which the ammount of agressive schematics we are given over the ammount of healing schematics do suggest.
Or are we supposed to be a "support" (as in "supporting the total domination of defense stackers") profession?
Mild-Breeze-Trooper wrote:
Rikilii wrote:
I suggest something very concrete:
"Do you intend to introduce some additional means by which players can resist the effects of CM attacks, whether that be by requiring CMs to succeed on a "to-hit" roll, applying the target's ranged defensesor addingresistance armor layers and/or innoculations. If so, will there be some sort of trade off that the user must make to get these resistances, such as sacrificing other armor layers in order to use the resistance layers."
I think my esteemed collegue from Ahazi has a point. This question (although it as well needs some tweaking in the exact wording so that the answer doesn't end up as "yes" or "perhaps") is one of those that would be very intresting to know the answer to.
I was afraid to say that I told some of the devs about the spider venom being too powerful before the cave went live, and a while later they got it "fixed" O.o
jfang wrote:Of course, some would say we shouldn't censor ourselves based on what the devs might (non-)answer, and hope springs eternal.
Well we can ask lot of other non combat balance related questions like
Whats with creazy resource requirement? Tolium gas? Eleton gas? Insect Meat? and whats with needing 28 each? I am not saying I want it changed. I just wanna know why are they so different than other crafter.
How about them Faction points? how come healers always get left behind when it comes to faction points or RP or KP or what have yous. I will have to incap you if you say "it will be address in GCW revamp"
And can we re-think this drag corp/in-cap needing sigh of view? Sure it makes sense in openfield but inside dungeons like geo/corvette with so many doors and short tunnels, dragging is severely limited and loose it's usefulness. I think we should suspend reality on this one and let us drag anyone from anywhere at least in PvE because one of big reason it got change was exploit drag into a player house or in PvP.
Since everyone is so fixated on PvP and poisons, a question by a combat medic who used to travel in PvE hunting groups a lot:
"Do the devs see any problem with the usefulness of advanced healing abilities now that almost everyone is buffed to the max all the time and groups no longer need combat medic backup to keep themselves alive, and if so is something planned to correct this problem?"
jfang-
Your question and mine are basically the same. If combat medics are a combat profession, gosh darn it, we should get a little love from the con system and frommission terminals, as mission terminals are the only way a combat medic can reliably make any credits in the game.