Combat Medic Archive
Thread: (vortexala/devs) Combat Medic Revamp proposal to bring some fun back into the profession
Chianti wrote:
I dont think anyone could ever expect a revamp or any MAJOR changes to the profession to come in short order. The devs definitely have their hands full. However, I thought I would provide insight into what I feel would be an ideal combat medic implementation. Food for thought I guess.
You'd be surprised how many people want something and want it 'right now'(not saying you're doing that).
And I'm glad you started this idea. It provides a focus for discussion which may bring about more ideas for the betterment of our profession, which is always a good thing ![]()
Just didn't want this to be derailed into a "we're healers, not fighters!" vs "we're fighters, not healers!" argument is all...
Brainplay wrote:
Chianti wrote:
I'll try and be brief and to the point, since nobody wants a novel.
Our profession is at heart a healing profession. We are a support class that is meant to ADD benefit to a group with our abilities and meds. Unfortunately, with the broken combat system, highly skilled crafters can create obnoxiously strong venom enhanced poisons that quite literally take the fun out of our profession.
How can I heal anything if its not going to take enough damage to make it worth it to heal? Hell I did more healing in PvP when the turrets were firing 20shots in a second at one raid then I did in ALL of my SWG career as a Combat Medic and I've been nothing but a Combat Medic since Jan. Its funny how every MMORPG has a need for a dedicated healer in their groups (grouping is another big issue which doesn't happen) except SWG.
Chianti wrote:
I've been a combat medic since almost day one and you call me a troll? Give me a break. If you want a combat profession, take up a combat profession. Combat medic is about healing and support. Poisons are supposed to supplement combat, not be the win button. I have arguably one of the strongest set of poisons across all the galaxies, and you still call me a troll?
The profession (my chosen profession) is not fun. I'm trying to make it fun. I think you need to reconsider if it's the right choice for you.
Actually I separated your name from the "trollers" because I didn't mean to call you one. As to your "take up a combat profession"..well vort already answered that one. We're a hybrid. I play my Combat Medic abilities to the fullest. I am better than most doctors at medical practition. My backpack is stuffed with components for poisons, diseases AND stims, wound packs. And secondly everything you say that we are "supposed" to be is your opinion and your opinion alone until the devs come out and agree or say differently. There are two words in our name each with a different meaning.
I like the idea of state application and I've posted that before on other "lets make it so we apply states instead" posts and there have been quite a few in the past. Dont know who the guy is that complained about his "state application" post getting flamed but it was flamed by NON-Combat Medics who didn't see the part about substituting poisons for states. My post wasn't meant to be a flame but rather pointing out the obvious. States would be great but that still doesn't address the main issuesNOR ourcurrentcapabilities if implemented as the dev's originally intended.
Main Issues:
Healing not needed for the Health or Action pools do to incredible regeneration doctor buffs effects and overpowered armor.
Mind unable to cope with damage due to its small size and lack of regeneration equality to the Health and Action pools. Unable to be healed except for a very debilitating special ability granted to combat medics which is point blank only.
Higher grade poison packs stacking with lower grade poisons. Never been a fan of being able to throw a B on top of a C and have it stack. I outgrew A's and B's when I hit Master just like doctors outgrew C buffs when they got D's at Master.
Lack of grouping or the need for a group. In every other MMORPG you have whats called the holy trinity. The Tank, the Support/Damage, the Healer. In SWG they thought they could eliminate those long LFG calls by giving you that ability to have mulitple professions including effective healing abilities while having combat as well.Combat Medics were supposed to be the best of both worlds. Able to throw poisons that had to contend with the regeneration of buffs and mitigation caused by stimpack useAND be able to heal full groups with one through. That idea failed miserably. Instead of having someone designated as a dedicated healer to get exp and loot you get buffs, brandy, then go spin attack or pointblankarea1 a lair.
Making us "the win" class has alot to do with the gimpness of the MIND pool. There are of course other issues but thats the main one. As I said before I like the idea of state application and alot of your ideas are great. Unfortunately I'd much rather have our poison and disease abilities become a viable "combat support" function instead of "the win" button and not removed completely.
Instead of a cleric I've become a necro by default. Who would have thought?
Message Edited by Brainplay on 07-24-2004 05:36 AM
bradimere wrote:
you want us to be a support HEALING class?
1)then remove ALL Dr sub stat buffs.
2) make it so novice medic can ONLY use Stim A, place Stim B up higher in the tree.
then and only then would i even consider going straight healign support.
- "turn on" the mind healing ability of CM stims
- adopt one of the innouclation ideas that reduces poison/disease damage or
- add poison/disease damagemodifiers to player crafted armor
- Add new special attacks in the Combat Medic support branch to complement CM medical damages
- Make Special attacks SPECIAL and reduce the ability to spam a series of specials (general PvP problem, should be fixed with the HAM revamp)
- Change the wounding nature of Disease to instead "Debuff" a player or PvE creature by reducing one HAM stat by a percentage
The reason I suggest changing the diseases is because if only the suggestion to make mind healable is done, wounds will become the determining factor in PvP battles. Since CM's can inflict major wounds with diseases they will still be the target of spite and a unbalanced condition will still exist unless an area wound pack is introduced.
I am all for CM's getting status packs to throw at an enemy, however area blind, dizzy, intimidate, and stun could prove to be unbalancing as well since a CM could continue to throw each of these packs destroying any chance of a Doctor to cure the status unless a substantial timer is placed on CM abilities.