Combat Medic Archive

Thread: Healing Fix on TC for Publish 21

Brainplay
Fri Jul 29, 2005 5:45 pm
#27






Ternque01 wrote:

DO NOT PUT WORDS INTO MY MOUTH.


Leaving MCM and MDoc healing levels the same while reducing the level of dabblers WILL NOT cut down on solo'ers. You are advocating the progression of this game toward MD or MCM/Swordsman and MD or MCM/Riflemen. Yes I am. I am opposed to the dimishing returns of master level profession and the advocation of dabbling. Dabbling is for those that want small or medium amounts of a certain power. Not the whole thing. Letting a dabbler have a tremdous amount of "power/skill/ability/whatever" without having to blow the number of points that a master does is not something I cherish. If you dabble your powers should be much less than a master. PERIOD!


Keep pushing for reducing the healing abilities with those with 4000 Doc or CM, and you will only accomplish reducing the flavor of professions in this game. No I'll promote the need for master professions in this game. I'll promote the need for dedicated professions for high content PvE or PvP. I dont believe dabblers have a place as anything but second echelon support. Instead of the best fighting templates being made up of a mish mash of different profession stealing powerful attacks and skills and combining them in with general mods I'm pushing for master templates to be the best.


The purpose of the change on TC is to keep players from exploiting heals located in the Medic profession, i.e. a CM using the Medic level Bacta Jab as well as a Doctor.


I do not support nerfing Jedi healing, and I do not support nerfing the healing abilities of those with 4000 Doc or CM. Thats nice. I do support the nerfing of anyone who doesn't put up the points for powers alotted to said abilities. People with jedi healing 4000 or Doc 4000 should NOT be the top healers. MCM and MD's give up the accuracy and defense skills for their tags and their healing abilities. MCM/MD/Jedi 4000 do not.


I AM supporting that both Jedi and non-Jedi heals remain the same for the sole reason that all I care about is the preservation of a place for non-Jedi in the GCW, which is allowed mostly due to CM and Doctor heals. Sure, a player can pick up MDoc or MCM, but coercing a player to do so in order to merely ENJOY their place in the GCW will force non-Jedi to a limited number of templates. Enjoyment is wrought in many different ways to this game. Foremost is finding a role. Dedicated healer is one way. Dedicated fighter is another. Combine two characters ina group and you have a great combination. My MCM is a dedicated group healer. My MBH is a dedicated combatant who can heal a little bit and will soon lose healing ability. I'm still content.


I care nothing about players wanting to solo things, mostly because I'm not very familiar with those who do or even the mechanics people use to do it. I DO care about the outnumbered non-Jedi in this game who are being strangulated out of the GCW. Jedi issues are separate from CM issues except for the new BH/CM templates that the Jedi are crying about now. I agree that Jedi have no place in this game as a playable template (special appearance or CSR run only) or should be removed from the GCW entirely but as the prime money maker for SOE its not going to happen anytime soon. Maybe after the FRS gets reinstalled there will be a chance but I doubt it.


Brainplay, I hope that you open yourself to consider the motive behind what I am saying and that you further take the time to consider the impact that dramatically reducing the healing powers of 4000 medical templates, taking care to note you will cut many out of the GCW due to poor survivability while simultaneously forcing players to one or two templates in order to enjoy the GCW. Yes I've taken into account exactly what you have said. I've been in groups torn apart by Jedi due to their superior healing ability with only 4/0/0/0 jedi healing combined with their supreme defense and offense. I'd much rather seen something done to Jedi to level this out or remove the problem than do something that is going to affect the disposition of pvp with non-jedi vs non-jedi. Reducing non master healing is a good thing that will balance out point costs for non-jedi vs non-jedi fighting. I will not dedicate my efforts as an Combat Medic to trying to match and/or top the abilities of Jedi.


Yes, Jedi are a major problem. They are like vermin now who like to run around and scream "I pWn joO" (this actuallywas toldto me last night) and say that their longer grind time justifies their power and are breeding like rabbits. I think that SOE should do something about it. I think that SOE should do something about the superior Jedi healing for the paltry amount of points used.















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

Ternque01
Fri Jul 29, 2005 7:13 pm
#28

Brainplay, all I will respond with is this: MCM have snares, attack speed debuffs, fire, poison, disease, rez capabilities, and healing.


If a player decides to pick up the healing aspect of the profession, while leaving ALLLLLLLLLLLLLLLLL of these other abilities behind, then it should suit them. Even though MCM's can't heal for a great deal more than CM 4000's, it is their choice to master the profession for these skills, and you should consider that when you zoom out and look at the big picture of things.


Combat Medics have MORE of a role than solely healing, and I think very strongly that you are forgetting JUST that.


If the purpose of a MCM was to JUST heal, then I would be 100% behind you right now, but there is SOOO much more to the profession that you just aren't admitting up to, and you need to wake up to the full combat role that a MCM is supposed to fill, which isn't solely healing on the battlefield.


Zoooooom out.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
SettingSun
Fri Jul 29, 2005 8:19 pm
#29






Ternque01 wrote:

Brainplay, all I will respond with is this: MCM have snares, attack speed debuffs, fire, poison, disease, rez capabilities, and healing.


If a player decides to pick up the healing aspect of the profession, while leaving ALLLLLLLLLLLLLLLLL of these other abilities behind, then it should suit them. Even though MCM's can't heal for a great deal more than CM 4000's, it is their choice to master the profession for these skills, and you should consider that when you zoom out and look at the big picture of things.


Combat Medics have MORE of a role than solely healing, and I think very strongly that you are forgetting JUST that.


If the purpose of a MCM was to JUST heal, then I would be 100% behind you right now, but there is SOOO much more to the profession that you just aren't admitting up to, and you need to wake up to the full combat role that a MCM is supposed to fill, which isn't solely healing on the battlefield.


Zoooooom out.








Here is the thing. You are saying that someone who takes only enough pistol to get improved stopping shot, should have a root that's the same as the master pistols advance stopping shot. After all the master pistoleer gets many other specials and skills from over the pour guy who just took that one tree.


Someone taking 1 tree of rifleman should get a snipper shot that's as good as the one they get at master, because the master rifleman gets so much other crap.


Do you see why some people who disagree with your idea?


Advance special aren't always in the master box, but for those that are, they are there for a reason. They often define the profession.

Attichetcuk
Fri Jul 29, 2005 9:08 pm
#30






SettingSun wrote:





Ternque01 wrote:

Brainplay, all I will respond with is this: MCM have snares, attack speed debuffs, fire, poison, disease, rez capabilities, and healing.


If a player decides to pick up the healing aspect of the profession, while leaving ALLLLLLLLLLLLLLLLL of these other abilities behind, then it should suit them. Even though MCM's can't heal for a great deal more than CM 4000's, it is their choice to master the profession for these skills, and you should consider that when you zoom out and look at the big picture of things.


Combat Medics have MORE of a role than solely healing, and I think very strongly that you are forgetting JUST that.


If the purpose of a MCM was to JUST heal, then I would be 100% behind you right now, but there is SOOO much more to the profession that you just aren't admitting up to, and you need to wake up to the full combat role that a MCM is supposed to fill, which isn't solely healing on the battlefield.


Zoooooom out.








Here is the thing. You are saying that someone who takes only enough pistol to get improved stopping shot, should have a root that's the same as the master pistols advance stopping shot. After all the master pistoleer gets many other specials and skills from over the pour guy who just took that one tree.


Someone taking 1 tree of rifleman should get a snipper shot that's as good as the one they get at master, because the master rifleman gets so much other crap.


Do you see why some people who disagree with your idea?


Advance special aren't always in the master box, but for those that are, they are there for a reason. They often define the profession.






I think what Ternque01 was saying is that if you look at the bigger picture of a profession, it contains essentually 4 parts. Mastery is just a slight bonus to most or all the 4 parts. It is possible to gain 1 aspect of a profession by "dabbling". By doing this you have almost or equal to the level of master (in that one area). This is the way this game is designed and adds to its flavor. For the doc profession, you must learn anatomy, physiology, pharmacology, and ethics. Someone who just learns anatomy will know as much as you do about anatomy.
Ternque01
Fri Jul 29, 2005 11:08 pm
#31






SettingSun wrote:





Ternque01 wrote:

Brainplay, all I will respond with is this: MCM have snares, attack speed debuffs, fire, poison, disease, rez capabilities, and healing.


If a player decides to pick up the healing aspect of the profession, while leaving ALLLLLLLLLLLLLLLLL of these other abilities behind, then it should suit them. Even though MCM's can't heal for a great deal more than CM 4000's, it is their choice to master the profession for these skills, and you should consider that when you zoom out and look at the big picture of things.


Combat Medics have MORE of a role than solely healing, and I think very strongly that you are forgetting JUST that.


If the purpose of a MCM was to JUST heal, then I would be 100% behind you right now, but there is SOOO much more to the profession that you just aren't admitting up to, and you need to wake up to the full combat role that a MCM is supposed to fill, which isn't solely healing on the battlefield.


Zoooooom out.








Here is the thing. You are saying that someone who takes only enough pistol to get improved stopping shot, should have a root that's the same as the master pistols advance stopping shot. After all the master pistoleer gets many other specials and skills from over the pour guy who just took that one tree.


Someone taking 1 tree of rifleman should get a snipper shot that's as good as the one they get at master, because the master rifleman gets so much other crap.


Do you see why some people who disagree with your idea?


Advance special aren't always in the master box, but for those that are, they are there for a reason. They often define the profession.







You really are parting butt hairs here, but I will follow your argument.


First of all, the master version of Stopping Shot is 20 seconds long, while the one obtained in Pistoleer 0003 is 15 seconds. That is not a whole lot of difference.


In addition, the vast majority of a combat profession's upper level versions of specials ARE NOT located in the master's box. The highest versions of Burst Shot, Body Shot, Disarming Shot, Intimidate Shot, Firearm strike, and Warning Shot are found in the trees of the profession, and not the master's box. Smuggler is set up the same way; only one shot has its most advanced version in the master's box, Concussion Shot.


Similarly, the master's box of CM DOES increase the effectiveness of heals, debuffs, and offensive skills AND it carries the most important special that could be toted in a master's box: Resuscitate.


You need to be very careful that you don't shoot your own profession in the foot here, and you need to be paying strong attention to the effects of what you are calling for would cause on the game, particularly killing non-Jedi's place in the GCW, a place increasingly dominated by Jedi


Wake up and THINK!





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Vander_Legion
Sat Jul 30, 2005 12:42 am
#32

To the guy that wants them to up the advanced healing instead of nerfing the lower heals...I can already heal for over 2k w/ bacta shot as a MCM, I'm guessing a doc could heal for even more, though im not sure under the current system. How much higher can they honestly make it go before its more then you need?



Vander Legion
Teras Kasi Master
Swordsman 0444
Doctor 4004
Whatever pilot squadron I am today.
Ternque01
Sat Jul 30, 2005 12:47 am
#33






Brainplay wrote:



Ternque01 wrote


It costs non-Jedi 72 skill points to pick up CM 4000 and 63 skill points to pick up Doc 4000, and I'll be damned if non-Jedi have to spend 121 skillpointsfor MCM or 106 skillpoints for MDoc to heal as well as a Jedi who really only goes 28 skillpoints out of their way to get their healing. Yes, this is a major sore point for alot of people other than Jedi and we are hoping that their healing abilities will be reduced from that single tree as are the non-jedi healers. Of course the chances of that happening are....well nevermind. It would be nice if they at least put infusion in a different tree.


Be careful what you wish for when you call for masters to be the only ones who can heal well. You could be sealing the tomb on all of the non-Jedi SOLOISTS in this game. Fixed it for ya














DO NOT PUT WORDS INTO MY MOUTH.


Leaving MCM and MDoc healing levels the same while reducing the level of dabblers WILL NOT cut down on solo'ers. You are advocating the progression of this game toward MD or MCM/Swordsman and MD or MCM/Riflemen.


Keep pushing for reducing the healing abilities with those with 4000 Doc or CM, and you will only accomplish reducing the flavor of professions in this game.


The purpose of the change on TC is to keep players from exploiting heals located in the Medic profession, i.e. a CM using the Medic level Bacta Jab as well as a Doctor.


I do not support nerfing Jedi healing, and I do not support nerfing the healing abilities of those with 4000 Doc or CM.


I AM supporting that both Jedi and non-Jedi heals remain the same for the sole reason that all I care about is the preservation of a place for non-Jedi in the GCW, which is allowed mostly due to CM and Doctor heals. Sure, a player can pick up MDoc or MCM, but coercing a player to do so in order to merely ENJOY their place in the GCW will force non-Jedi to a limited number of templates.


I care nothing about players wanting to solo things, mostly because I'm not very familiar with those who do or even the mechanics people use to do it. I DO care about the outnumbered non-Jedi in this game who are being strangulated out of the GCW.


Brainplay, I hope that you open yourself to consider the motive behind what I am saying and that you further take the time to consider the impact that dramatically reducing the healing powers of 4000 medical templates, taking care to note you will cut many out of the GCW due to poor survivability while simultaneously forcing players to one or two templates in order to enjoy the GCW.






Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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