Combat Medic Archive

Thread: AOE Cures for AOE poisons

explor793
Sat Sep 06, 2003 2:59 pm
#27

Yes this is a great idea, it's just to easy for me to AOE a group of peeps and the fights over. Doctors and CM's are becomming the primary targets in group battles, that's the way it should be.



Orions / Kantell / Sh'ag'Alotbacca

NIMH - National Institute of Mental Health (It's where we've locked Nimhnoid up for now!
MycroftTHan
Sat Sep 06, 2003 5:13 pm
#28

have you ever tried gettinga Master Musician/Dancer with you into the field?


i watched a guy that got hit with an AoE Mind C just listening to an entertainer while not beeing in combat mode and the poison couldn't damage him as fast as he could regen.

ShadowoftheVoid
Sat Sep 06, 2003 6:44 pm
#29

id actually like to see something like a cm skill/pack thats just stop poison...something that temporarily stops the effects of the poison and allows the cm or person to get the afflicted person back to doctor who is out of range of the poison attacks...


this way we have more in comman with a real CM and that way the doc still has a chance to do his cure thing without giving the cm all that much either...


as for an AE curing...i wouldnt too much as long as its:


1) pointblank..and only effects out to a 5m or so range...with the possibility of making it farther if you want to experiment the same way we have to on our ranged stims..


2) the same fail rate as our poison/disease packs...which means you'll most likely still lose some cause it'll take you a cpl tries regardless...this keeps our ONLY weapon from being neutered by the tons of docs i see all over...but also gives docs a better chance of keeping more mates upright


3) same **edit** hard to find resources...would completely unfair if you can make an AE cure for poison that uses general of slightly hard to find resources when to make a decent one we need either a lot of luck on standard comps or at least one advanced comp that uses PLANET specific resources...that depending on resources shifts may be only 29oq (has happened)...personally would much prefer to see the planet specifics go in favor of type specific...


4) make a master lvl or close to masterlvl med and med use


but imo the first choice is more desirable




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Bann
Sat Sep 06, 2003 7:32 pm
#30

If they had to use part of the base then Docs would have to craft 3 diferent poison antidotes and 9 Different Disease searums.....That may not go over too well....but it is fair when you think about it It would also Promote a Demand for us to sell our poisons


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Which is part of why I threw the idea out...it would promote some interdependance. (since to get the best poisons/heals we can get, we need docs as well.)

Melampus
Sat Sep 06, 2003 11:19 pm
#31

It's just too cheesy for AOE cures, what's next AOE firstaid, then AOE wound heals,


Come on, seriously I pvp about everyone in one of the top PvP guilds on my sever. AoE poisons are good for about 1 - 3 tosses per big battle after that you're healing or trying to get a reb (or imp depend on faction) to go toe-2-toe then you can poison,kite,dB.


but for Docs to get a new cure pack is crazy.


That would give them a 100% to cure everyone in a radius when we have a (crappy)% chance to inflict said poison.


Want me to cry nerf...ok


Devs, please remove all my constitution,strength,stamina,willpower,focus and whatever else secondary pool Disease/poisons I have...they clutter up my data schematics and are utterly worthless



Apollo


Bob_the_tomato
Sun Sep 07, 2003 5:50 am
#32

"It's just too cheesy for AOE cures, what's next AOE firstaid..."


It's only as cheesy as an AOE poison. And is there an AOE bleed in this game? No, but if there was I'd ask for an AOE first aid.


You honestly can't give any good reason as to why your AOE attack cannot have a counter.


You talk about it nullifying your attack, well hello, the rest of us have always had to deal with that. I can shoot down someone's health and action bars and incap my enemy only to have him spring back up, full health, with one stim - all my dmg nullified in one move.


I know you CM's are loving your God status and being the most feared player on the battle field, but your time is limited.Holocron already said that mind dmg is not supposed to be the deciding factor in combat. And I quote:


"We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat."


So you know a change (call it a nerf if you'd like) will be coming. Either another class will get a way to effectively counter your attack or your dmg will be reduced just like bleeds. Which would you prefer?




------------------------------------------------------------------------------------------
Ultra
Creator of "Heros of Chilastra" and "Heroines of Chilastra"
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Bann
Sun Sep 07, 2003 6:14 am
#33

It's only as cheesy as an AOE poison. And is there an AOE bleed in this game? No, but if there was I'd ask for an AOE first aid.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Then you haven't fought a commando using cone (area) attacks. 1200+ (before 75% reduction)bleeds due to fire...and THOSE give HUGE wounds. So, there you have something that *can* kill while it wounds...and can take down most players within 2 ticks. Oh...even better...this is the LOW LEVEL cone. Not the master forms. (which do *more* damage)


So, yes, there are UNCURABLE AOE bleeds. Too bad this game doesn't equate tumbling to "stop drop and roll."


"We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat."


You do realize this in reference to medics being ABLE to heal mind pools right? Read WHAT YOU POSTED.


No one will be upset at all if they allow us, or someone, to heal the mind pool. If they do that *and* downgrade our poisons so that they do less dmg...yes...people will be upset. I know I VERY rarely pull out mind poisons, so I could care less if mind gets healed. With 3+ classes able to destroy the mind pool, its hardly a nerf just to us.



Its really funny that you think we're such gods though....especially looking at the classes you picked. Should I just say "whine more?" Its amazing to me that some people just dedicate their time to trying to destroy other people's characters because the apparantly envy them.


If you'd like to see how "godly" we are....drop doc and try a CM....then come back and say how overpowered we are.

Melampus
Sun Sep 07, 2003 7:54 am
#34






Bob_the_tomato wrote:

"It's just too cheesy for AOE cures, what's next AOE firstaid..."


It's only as cheesy as an AOE poison. And is there an AOE bleed in this game? No, but if there was I'd ask for an AOE first aid.


You honestly can't give any good reason as to why your AOE attack cannot have a counter.


You talk about it nullifying your attack, well hello, the rest of us have always had to deal with that. I can shoot down someone's health and action bars and incap my enemy only to have him spring back up, full health, with one stim - all my dmg nullified in one move.


I know you CM's are loving your God status and being the most feared player on the battle field, but your time is limited.Holocron already said that mind dmg is not supposed to be the deciding factor in combat. And I quote:


"We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat."


So you know a change (call it a nerf if you'd like) will be coming. Either another class will get a way to effectively counter your attack or your dmg will be reduced just like bleeds. Which would you prefer?







It's bad to think that Doctors want to be able to heal cure anything.


Yeah I have actionshot2...guess what I only see one mob bleed.


you get dizzy,stun cure packs right do you think you should counter somone that uses wildshot2 (AoE) with and AoE dizzy,stun pack?


Think a bout a poison, say it's in a vial..you throw it at the ground or person it breaks on them the fumes spread..thats aoe...it does make since


What's hard to believe is that CM's poisons diseases didn't work for almost 2 months then when they did...OMG they're over powered.


There doesn't need to be a counter to everything in the game.


Commando hits you for 2k...hmm....I got to my inventory pull out my "vs commando couplier" put it on my gun so that i can only hit commando's for 2k.


Please, You get rezzes which keep you on the battlefield, you get Stim E's and you can enhance, plus you can experiment on things CM's need that docs don't even use.


don't cry because you can't do everything.


once mind damage isn't the determining factor you're not going to cry I guarantee. (also guarantee that rifemen,tka, swordsman will)


Just let it be man, hell it's already I pain to get a poison to land don't make it harder by being able to cure everyone.


"So you know a change (call it a nerf if you'd like) will be coming. Either another class will get a way to effectively counter your attack or your dmg will be reduced just like bleeds. Which would you prefer?"


Why do ppl keep calling for a reduce in damage? bleeds are meant to bleed (dot), WHILE you're still shooting, so unless they give CM's a Direct Damage poison to keep throwing the DoT is the only damage we're doing. unlike a pistoleer who can Healthshot, body shot body shot body shot.


Btw I get hit in PvP in the mind pool for over 1050 damage (adv strafe)....how do I counter that?



Apollo

Peleas
Sun Sep 07, 2003 8:44 am
#35

I see Bob the AssTomato is back.


Know what I think **edit** munch? You are pissed off because we do a type of damage you cant heal, thereby keepingyou asshat doctors from being the gods here. I'm sure you'd like nothing better than to make it so only action/health is a factor, then you and your stim E's and uber buffs would rule the day.


Get back under your bridge, troll.

Peleas
Sun Sep 07, 2003 9:56 am
#36

Who are the gods among the medical community?


http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8837


From a doctor.


This is what Bob wants, and mind damage makes that a problem.

JediQuic
Sun Sep 07, 2003 12:33 pm
#37

Who ever said anything about a 100% cure? Shoot, i would think it is a given that it wouldn't be a guarenteed cure in one shot...that would just about completly nulify poison and disease....I'm not sure on the Current delay for cure (i heard 30 seconds?)...30% sucsees rate seems fair to me...thats about what the poison takes
wookieLoveChild
Sun Sep 07, 2003 6:40 pm
#38

I just wanted to add to the conversation from my experience today. I am an Expert CM, 3/3/4/4, using C poisons. Out of five tries of applying poison (in PvP)today only one poison took hold and of coarse I died all five times. I don't know if Master CMs get poisons that apply more frequently, but as it stands with me I can't see a reason to change anything with poisons. I do agree that if an area effect cure is given to doctors or combat medics it should have just as high a failure rate.
Pulze
Mon Sep 08, 2003 11:43 am
#39

Why dont we just put all the CM abilities into the doc tree.. would that be ok Bob?

MIND DAMAGE is the problem NOT CM poisons.
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