Combat Medic Archive
Thread: Thyroid Rupture Comprimise
I was talking about you saying that I was "talking out my arse".
Rebut my numbers and testing away!!!
Thassk wrote:
i dont care if people think its unbalanced .. CM sucks in MANY ways, and the few perks we have are the only reason we keep the proffession ..
Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.
CM was perfectlybalanced untill they started nerfing every other prof and let CM stay as it was.
You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.
And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...
A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?
IMHO a nerf to rupture is a must.
MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.
Jackulator wrote:
And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap... This is a blanket statement that has some truth but alot of exaggeration and falsehood. A Jedi template with little defense and lots of fluff is very susceptible to BH/CM's. They are also susceptible to anyone with roots, KD's, snares, and high accuracy/krayt weapons. On the other hand defender/MLS type templates (even 0/4/0/4 templates work fine) might have to wear down the BH/CM but will ultimately win. It ends up being a contest of the MIND pool more often than not but with fewer heals to do the Jedi always wins unless he fails to food and spice up while the BH/CM does (even then the Jedi still holds and advantage). If a Jedi is running out of force then he/she really needs to rethink their attacks or check on the the force cost of their saber and crystals. More often than not in my experience the Jedi losing a fight is caused by poorly tuned crystals or sabers crafted with poor materials.
A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced? A continous healing chain will get between 10-12 heals out of a MCM before his entire MIND pool is drained. This is not including debuffs which are VERY costly in terms of MIND cost. From there CM's have a total of 3 heals to choose from. One was nerfed recently. Bacta shot heals for about 1100-1200 and has no enhancer. Bacta toss heals for 1200 without an enhancer or 1400-1600 with an enhancer. Take in mind that these are CONSUMBABLES that have to be purchased from a BE and eventually run out and must be replaced. The third is a low power area heal which just isn't worth using unless you're healing a group. Jedi on the other hand have3 heals available to them. One is a ranged heal which hits for 1500 without needing a consumable enhancer. The second is a heal over time which when added up almost equals the unenhanced bacta shot and toss combined. The third is a 3000 point heal which takes off all wounds, states, and DoT's as well.
IMHO a nerf to rupture is a must. Actually, if they nerf rupture they surely need to nerf MLS. I mean considering the fact that it isbetter thana BH/insert ranged profession here in terms of speed and accuracy but wrapped up into a single category.....food for thought there
Jedi have the ability to have better defenses, better offense, and equal or better healing ability than any non-Jedi template in the game. There are those that sometimes prefer to go with templates full of abilities that are fluff and wont help them against a non-jedi dedicated soloist template. A master powers/master jedi healer template makes for great group attacks and healing support but is poor 1vs.1. A master commando/ master pistoleer is great at group support and crowd control but poor 1vs.1. Krayted weapons > poorly tuned pearls/crafted lightsabers.
There are so many factors that go into why a Jedi might be beat. But just because they have the title Jedi does not instantly mean that they are bastion's of uber l337'ness.
MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed. Healing anyone including themselves is a key ingrediant to mass PvP. If the CM is taking fire then that means that those weapons aren't directed at the rest of the group. To suggest that "self" healing needs to be nerfed for the sole benefit of the BH/Jedi interaction is idiotic.
Jackulator wrote:Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.
CM was perfectly balanced untill they started nerfing every other prof and let CM stay as it was.
You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.
And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...
A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?
IMHO a nerf to rupture is a must.
MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.
I just don't know where to start with this...
The data that Ternque01 has provided has shown that Thyroid Rupture adds a negligible delay to a full template. It only hurts people who have under 100 weapon speed skill mods.
If you're a jedi facing a CM in a fight and you can get the CM to heal every few seconds, you (the jedi) will win. Each heal takes about 10% of our minds, so while we can heal for around 1100 (without enhancers) every few seconds, to do this constantly in a fight will be our deaths.
If you want compromise (nothing in your post suggests a compromise) how about you cut our heals when jedi lose the ability to heal all their states and heal just as well, if not as fast, as a CM AND be able to heal while KD'd.
DomMantell wrote:
Jackulator wrote:
Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.
CM was perfectly balanced untill they started nerfing every other prof and let CM stay as it was.
You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.
And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...
A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?
IMHO a nerf to rupture is a must.
MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.
I just don't know where to start with this...
The data that Ternque01 has provided has shown that Thyroid Rupture adds a negligible delay to a full template. It only hurts people who have under 100 weapon speed skill mods.
If you're a jedi facing a CM in a fight and you can get the CM to heal every few seconds, you (the jedi) will win. Each heal takes about 10% of our minds, so while we can heal for around 1100 (without enhancers) every few seconds, to do this constantly in a fight will be our deaths.
If you want compromise (nothing in your post suggests a compromise) how about you cut our heals when jedi lose the ability to heal all their states and heal just as well, if not as fast, as a CM AND be able to heal while KD'd.
I don't think this is the case.I tested the -40 combat speed debuff against players and creatures that could attack every two seconds to as slow as every four seconds.
The result for all creatures and players seemed to be a little over 25%, regarless of their weapon speed skill mods.
I do think that combatspeed is something different than the weapon-specific speed number of the target, but that is just what I feel.