Combat Medic Archive
Thread: What would you like next
Zarlor wrote:
They all look good to me. (Well, maybe not #4, but that's just me. I know it's more of a concern for other folks, though)
One note, though. The way you worded those fix notes kind of implies those fixes will likely be coming in this next publish. Ben stated that SOME of them MIGHT make it into this publish, but that we couldn't count on any of them until next publish (likely the beginning or mid-November, at the current publish rate.)
After reading over my post I am going agree with you Zarlor, It was not my intention to imply that the fixes that were not on TC were going to make it to live with the next patch/publish. There is no promised ETA for anything that hasen't been pushed to TC (I assumed everyone would understand this, I was wrong) I just wanted to let everyone know that the problems were adressed and we should pick some other issues for our dev to work on. Sorry for causing any confusion.
Ok, so far this is whatI have gathered from your response.
- Change the experimental effectiveness of CM componentsso they are notbased on Conductivity / potential energy when the resources used do not have these properties
Everyone seems to like this
- Targets killed with a poison only attack give no xp or faction and can not be looted. Damage caused by poisons should be considered for proper dispersal of xp andfaction when solo or grouped in a PVE or PVP battle
- this seems popular as well. I like the direct damage for the initial stickidea. Thiswould help slightly in balancing the poisons for PvE. The A's B's and C's could all have a different max damage depending on potency and effectivness.
- CM's dont get to carry over experimentation points into the CM crafting line and can not use CM experimentation on themedical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor) and Give the CM only component schematics to the novice CM.
- This one will get submitted with hopes of discussing a possible remedy. As it stands I will push for moving the components to the Novice Combat Medic box, although this will gimp the begining CM. There will still be a slight issue that the CM ranged stims will never equal a Doctors stims.
- Depending on the server, some Combat Medics express a difficulty in finding the resources required for the advanced components. The main area of concern is with the Class 1 Radioactives and the Class 2 Liquid petrochem fuel.Two suggestions have beenthat the Class requirement be dropped and changethe resources requiredto a planet specific resource (although most CM's probablywould not like any more travel expenses).
- This one got some good response. The idea of having various mineral resources always available on certain planets has already been proposed on TC because of the early shifting issues. We got a explaination that it would be a serious undertaking and could not be done without re-coding the entire resource shift process. My idea for an alternitive would be to use Lokian leathery hides (already needed by armorsmiths) Avain Meats (used by doctors) and other resources that are shared butnot in High Demand and try to build a market for them.
- Uselessness of the "A" and "B" levels of CM poisons and diseases should be investigated.
- and then there is this one, would you rather I submit the effectiveness issues of Diseases? Should diseases carry a status effect depending on the targeted HAM or secondary stats? any other topics you wish to put in here?
HoTron-rex wrote:
you know what i want kave? have xhan delete his old threads and reign in the rampant stickies
naw...applications can still be taken. That way if you all decide to run me out of town a replacement can be found a tad quicker.
Those sound great for the top 5.
The first is a no-brainer, they should be able to do that pretty easily.
Damage done by poisons being treated like normal damage is also a no-brainer but maybe harder for them to change, not sure why it is the way it is now.
The experimentation points thing is just weird, they just need to make it fair or explain why they have it they way it is.
I have been pretty lucky with resources lately, but this is something that should be addressed. In general, we just have too many different resources. My house is so full of resources, I am going to have to start destroying furniture soon. If they want the higher level poisons to be harder to make, I can understand that, but the A and B poisons resource requirements should at least be looked at.
The A and B poisons are just not worth it right now for the amount of time/resources it takes to make them. It is better to just save the resources until you have more experimentation points and can use the better poisons. They either need to be better or stay the same but be much easier to make.
Kavedawg wrote:+Increased the power of cure poison and cure disease dots to make them more competitive with the strength of high level dots.
I think they put "cure" in by mistake and really meant: "Increased the power of poison and disease dots to make them more competitive with the strength of high level dots." Which is great for PvE but will be devastating in PvP, I think. Kavedawg, can you ask if they applied the 75% PvP reduction to poisons?
- CM's dont get to carry over experimentation points into the CM crafting line and can not use CM experimentation on the medical sub components used for CM only products. Some suggestions have been to drop Combat Medicine Crafting and use a General Medical Crafting for Doctor, CM, and Medic (although this would give an extra experimentation points for those who have a master CM/Doctor) and Give the CM only component schematics to the novice CM.
Here's my solution to this: 1. make Infection Amplifier, Dispersal Mechanism, and Resilience Compound use Combat Medic Crafting (if they haven't already done this) 2. Add CM-specific versions of BEC, CRDM, and LS that use CM Crafting and make ranged and area stims use these.
I'm against any setup where MD/MCMs get more experimentation points than MCMs. I think MCMs should be able to make the best CM craftables.
I was planning on asking for a tweek in the poison damage numbers for PvE when we get the component fixes and adjustments to the properties used in experimentation. I would just like to see how much of an increase the various changes would give to our main weapon and make suggestions from there. I also think that the poisons should hit harder and faster for the PvE battles thanit should for PvP. Then again we are not realy a Solo profession so I don't want too much of an increase for PvE.
Also the idea of having a status effect included with the disease packs is kinda growing on me. They would actually become useful for something other thanclone war bustersbut it would be stealing some thunder from the other professions. The cost of making the dern things somewhat offsets the possibility of abuse anda limit on how many diseases a person could have applied to them would probablyneed to be set.
As for the bio gun, a lot of you seem to want this and want the status effects included with the gun. I don't know how well this will go over with the devs and other correspondents but I will give it a shot when the time comes.I feel we need something though, a CDEF is a little lacking for someone who is support for the party. Although, how many of you would still keep the CM /Doc combo if experimentation of our sub-components was put under CM experimentation? This could potentially free up some skill points for weapons training.
I would also like to dig up the idea of the Doc / CM mission terminal. The missions should ' sense ' the LEVEL of the medic / doctor / combat medic without having a weapon equiped. Some of the missions, I am sure, would default back to the delivery type missions like the crafting mission from a Artisan terminal. But I am looking for ideas to pass on to the higher ups that would prevent this from happening. Perhaps we would go to a few NPC's to get the components to craft a poison bomb that would be used against another NPC. Another mission type for a CM would be to aide in the GCW by going to a waypoint and healingfaction NPC to change the outcome of the battle.Similar battles could be done with huts and gungans for the neutral players.
Would you like any of these on the top 5 instead?
Yeah but for an AOE thats 387 x number of mobs you hit. AOE's do less damage then singles because you are hitting multiple targets. You have to factor in the fact you are hitting more then 1 target cause that counts too. My singlepoisons do over 500 per tick every 8 seconds, which In PvsE is still poor, but I could live with that if I at least got faction or that mobs register my poison damage. The lower damage is a bi-effect of the fact that we can hit and run and dont have to stay in LOS to continually do damage, the poison works its magic. Small trade off but makes sense IMO.
SyrahRydia wrote:
My best Area Poison C is 207 Effectiveness and 89 Potency. Even at master level I am only doing around 387 damage per tic. That's 387 damage every 8 secs. Please, that's just horrible. We require a lot of Skill Points (Just as many as a Commando) so how come I feel like I'm not getting any return on my investment?
Syrah
I have as of yet to ever see SOE respond to the subcomponent crafting issue where basically you need to be a doctor to have the most effective Heals. I can only come to the conclusion that they wanted CM's to be doctors also if they wanted to be the most effective. Based on this statement we really need3 things to be on Par with the other classes in this game.
1) Doctor/CM mission terminal that rewards us based on our skill in those professions not our GUN skill!! Doctors can get missions like go to a certain planet register in the Medical center and after 15 mins(or some arbitrarytime)they are recieve thier reward plus heal whoever comes in and get what tips those persons offer.CM's can get combat missions only if SOE gives us combat skills that are on par with other classes or at least significantly increases our PvE combat ability. Which leads to point #2.
A big problem I see with CM's is Money. Mission rewards are real low unless you sacrifice some of your healing ability by not going doctor and taking a advanced weapon class. BasicallyHealing/Entertaining classes are very dependant on the Combat classes for money. You will notice most combat characters take Novice Medic so they can heal and cure thier own wounds thus eliminating the need for CM/Doctor untill they get to much higher mobs. Doctors can at least sell thier enhances for some cash CM's offer nothing to other classes but healing in a combat situation which makes usrougue/mercenaries if you charge your group for healing. A notion I find very distastefull
2) Combat Medic implies Combat and Medic. Our combat abilities are really weak, yet our PvP combat abilities are pretty decent if you are the suicide bomber type(can you say Terrorist!). I see one solution as to significantly up our PvE damage and then apply the 75% reduction for PvP to the new increased damage damage, but that implies our PvE damage needs to be quadrupled as our PvP Poisin Damage is low in comparision to other classes but its probably in line as we are not a high powered offensive class. Or give us a unique weapon likeother classes have (However this can be argued we have that in our Poisins/Disease as that is unique to CM)
3) Faction Points for Healing damage done in a Faction battle & Damaging other factions with our poisins/Disease if the person we damage/poisin/disease dies. Not just he who gets the death blow gets faction points.
Kave,
PvE
While I understand your intuition at waiting on the components before tweaking PvE, I think the two are really separate issues. I say that because for all other combat classes they are: 75% reduction in PvP. PvE balance (critter HAM) is being struck given the DPS of these classes in PvE. I cannot see an equitable solution in the end whereby our poisons don't act differently in PvE and PvP. If this is the case the issue of components is really one of our powers overall, and PvE is separate.
While I like the notion mentioned previously of adjusting tick rates along the speed line, or adjusting them further for PvE, I fear that devs are gonna say can't happen. Here's why: The easy way to code poisons is to have modifiers on the CM that determine if target is in range, then determine if resist, then determine damage based upon the CMs modifiers. Then apply damage with a base class and pass on only the duration and tick damage. Adding tick rate modifiers will cause them to pass that along as well and rewrite the event handler's wait to be variable. I don't think they're at a point they can do that yet. Not when they can simply add another scalar to the damage roll on the CM side (PvP/PvE).
I really think they could bump poisons damage/tick 50% in PvE and not run the slightest risk of being overpowered. We can't have a 300% increase (invert the 75% reduction). If I can do 2000 mind per tick, I'm very overpowered in PvE given that I don't have to stand there and take the counterattack. I fully agree that we must prevent becoming PvE soloists...but a modest increase would help with money/missions (to follow)...
Disease/State
Blair slipped in a comment last night on SWG Discussion saying that the fix (removal) of RTEF was in TC...it's got many abuzz. If coupling states to diseases came to pass...we'd want blindness state first, stun second and all the rest can rot. We'd want it to help increase our defense by hurting their targetting. I think that the state would have to be a separate roll. In other words, you apply disease and there's a % chance it sticks. If it sticks ther's a % chance of also getting a state. Maybe this can wait one month while we see what's up with RTEF that Blair mentioned last night. If ther is a decent improvement and our use for sidelining has ameloriated, I'd like us as a professiont to discuss the merits of ditching disease completely (and all thsoe schematics) in place of single/AOE states. My guess from a PR/politics perspective is that if Q put it up on a poll the community at large woudl rather see us throwing state bombs than diseases. Further, if this combo does pass, the cure disease must cure both. Not fair to make docs have to apply 2 cure packs to counter our disease if theirs are of equal power.
BioGun
Please let this wait one month as a biogun request will take attenion from our other fixes. It is a contentious request, and we should have a round of fixes before we start going after something that others (outside CM)will obviously have a negative reaction to. For me, I would still keep doc/cm even if we had a biogun and/or our subs put in experimentation line. However, I would consider dropping doc if docs and CMs got passive resists to CM offensive weaponry along their speed or distance line. As we both work with them constantly (dispensing or curing) it stands to reason that we should have in innate resistance against these things.
Terminals/Money
This is a near/dear issue to me, but I can't imagine that they're going to write all new mission for us given the community wide call for content. Their voicesdwarf ours. But we need a fix for money flow (especially if this forsaken harvester hopper size nerf doesn't change to be more flexible). Keep in mind that for young CMs survey missions remain the best money out there. The income fix needs to be at higher levels.
How about a change to all mission ratings for us such that we're all helped at all levels? Right now your weapon certs dictate the level of mission you grab, be it destroy/explore/artisan(survey). For a MCM with marksman but no elite ranged (me right now) you're capped difficulty on starting planets at 10-11 range, yielding around 1k missions. Good pistoleers (but not master) can see them in the 18 range, given anecdotal evidence. To me, an easy, intermediate term solution would be to adjust the mission difficulties to be:
New Difficulty = Old Difficulty + (Med Use - 50)/25 + (Combat Med Use)/25
Now what does this do? First we increase difficulty for any doc experience in increments of 25. You don't want this from scratch because many combat professions already go 0040 Medic....and the missions are appropriately ranged at the medic stages. But because CM Use starts over at 0, you upwardly adjust at increments of25 there. This would allow a MCM/MD to pull level 16 missions for survey/faction/destroy and allow us greater income potential. It would be a simple change for the devs.
I am all for Medic Terminals, but I think the work required right now will keep such a change off their radars. This tweak could be helpful, I think.
Jacore
I was planning on asking for a tweek in the poison damage numbers for PvE when we get the component fixes and adjustments to the properties used in experimentation. I would just like to see how much of an increase the various changes would give to our main weapon and make suggestions from there. I also think that the poisons should hit harder and faster for the PvE battles thanit should for PvP. Then again we are not realy a Solo profession so I don't want too much of an increase for PvE.
Thats reasonable it should increase our dps when those items are fixed. Right now cm suffer no 75% reduction and that may occu if they up pve damage.
Also the idea of having a status effect included with the disease packs is kinda growing on me. They would actually become useful for something other thanclone war bustersbut it would be stealing some thunder from the other professions. The cost of making the dern things somewhat offsets the possibility of abuse anda limit on how many diseases a person could have applied to them would probablyneed to be set.
I like this idea like a dizzy or blind or something.
As for the bio gun, a lot of you seem to want this and want the status effects included with the gun. I don't know how well this will go over with the devs and other correspondents but I will give it a shot when the time comes.I feel we need something though, a CDEF is a little lacking for someone who is support for the party. Although, how many of you would still keep the CM /Doc combo if experimentation of our sub-components was put under CM experimentation? This could potentially free up some skill points for weapons training.
I really like the idea of a bio-gun or whatnot. It will not be stronger than a master pistoleer, etc but should be equal to a novice pistoleer or riflemen whichever you want to use.
I would also like to dig up the idea of the Doc / CM mission terminal. The missions should ' sense ' the LEVEL of the medic / doctor / combat medic without having a weapon equiped. Some of the missions, I am sure, would default back to the delivery type missions like the crafting mission from a Artisan terminal. But I am looking for ideas to pass on to the higher ups that would prevent this from happening. Perhaps we would go to a few NPC's to get the components to craft a poison bomb that would be used against another NPC. Another mission type for a CM would be to aide in the GCW by going to a waypoint and healingfaction NPC to change the outcome of the battle.Similar battles could be done with huts and gungans for the neutral players.
This is a cool idea but most CM's that I know are either 90% pvp or hunt on an advanced planet for cash. Why do a doc/cm mission for 5k credits or so when i can go to endor and get a 10-22k?
Would you like any of these on the top 5 instead?
I would vote for either state actions with disease packs or bio-gun.