Combat Medic Archive

Thread: Healing yourself needs to be balanced

Ternque01
Mon Aug 01, 2005 11:03 am
#27






Jacella wrote:

Jedi healing is already uber-nerfed. Non-jedi healing needs to be reduced to balance it out.






Non-Jedi healing with a MCM/MD used to be HALF of whata Jedi Healer 4000 could do. Even picking up CM 4000 costs 78 skillpoints, where picking up Jedi healer costs 52 points if you count the FS trees, and only 28(!) if you do not.


In addition, considering that non-Jedi healing is the only thing keeping non-Jedi from being completely ERASED from PvP right now, I think the numbers are good where they are.


Do the math. Use the logic. This game needs to have a viable, fun place for EVERONE. While I'm sure you enjoy the survivability that your Jedi has in PvE and PvP, other players have the same right.


Just becaue it takes a player a day to grind out a complete non-Jedi template doesn't mean that they do not deserve to have a FUN place in this game. Remember that, friend.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
da-bro
Mon Aug 01, 2005 11:42 am
#28

Just had an alternative idea to balancing out this situation. The problem aries from the fact that by mastering Doctor or Combat Medic, you don't give up enough of anything else to balance with the power you gain from either of those professions.

So what if Master Medic was made a requirement for Doctor and Combat Medic?

This still allows you to master something like Rifleman/Master Combat Medic, but that would be it. I think in this case, it would be alot more balanced in terms of what you are giving up to gain. The benefit to this approach is that the medical abilities themselves remain untouched, whilst still addressing the balance of the game. So for those of you who are true group healers, things will remain unchanged, but those who are combining the heals with other skills to become significantly stronger than any other 250 skill point template will be the ones who are affected. The problem isn't actually he heals, its how they measure up against the rest of the combat related skills and how they trade off versus them. You gain more by picking up healing than you do by picking up any other skill. Hopefully this idea will be a much more appropriate fix to the situation.

Another idea, being that Master Combat Medic has pistol certifications, would be to instead of require Master Medic, to require the pistols line from Marksman.

The imbalance exists no matter what anyone thinks, if we can accept this and put our brains together creativley, we should be able to find a solution to the issue that does not nerf abilities or their effectiveness.

EDIT:

Please be aware that I am not here as a Jedi and my ideas and points are not related to Jedi in any way, shape or form. I am here as a 3rd party and an observer of game imbalances. If you need confirmation of this, feel free to look up my posts and see for your selves. I have mastered all but 3 crafting professions in my time in SWG across 3 characters and I have been a player for 14 months. I just want a balanced game, nothing more, nothing less.

Message Edited by da-bro on 08-01-2005 07:47 PM



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Yoshiyuki
Mon Aug 01, 2005 12:41 pm
#29






TenshiHanaKinu wrote:

While the Jedi's whining, can we have a nerf on Saber Armor-Break?





Agreed. BTW i've only seen jedi cry about Medics and doctors. Hmm they are bitter about their healing nerf.
Vander_Legion
Mon Aug 01, 2005 3:09 pm
#30






TeutonicOrder wrote:





fletcherreed wrote:


What I should have said is that dabbling healers should be balanced. Master's in their respective fields should be doing what they do now but 4000 CM and 4000 jedi healing is too much FOTM





Thats what I have said about the "healing" problem. Make it benficial to be a Master Doc and Master Cm....take away ones ability to dabble and as far as healing being as strong as a master.





Do you NOT read the patch notes or boards? They ARE nerfing non-master heals. After next patch you heal less using normal or improved then you would with a higher level, improved or advanced respectively. The current values will be the values for advanced, so there ya go.



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Kesslan
Mon Aug 01, 2005 3:18 pm
#31

Yeah. This is also something that CMs at least have been asking for. As right now there's been alot of complaints from MCM's etc that there's dabblers in the proff outhealing them.


Hell I have a MCM. And using healing clothes, and a res arm (which also adds to heals) and the healing line of medic that leads to doc (for the drag) I still cant hit the heals he's using when we both use 1100+ enhancers


And he's just got the healing like of CM, Healing clothes, enhancers and the res arm. He's hitting for 1700 with bacta toss. And I've sure as hell never hit for that much as a MCM.





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Zimal
Mon Aug 01, 2005 6:38 pm
#32

CM Heals are actually not being touched by this patch... but eh...


as for the jedi... ok get master healer... woot 3k heal with relativly small cost.... and that's not game breaking?

but yes you can't be a master defender/master saber with master healer... that's the trade off...


GCW is still way too much Jedi gank squads... sorry, but what is the point of fightin when there are 20 jedi you squad of 10 non-jedi to fight? especialy with jedi doing area knockdown, force chock, lightining... not too mention uber saber damage, oh and cloak flanking....


please stop calling for "balance"... oh and nice idea on reverting only CM/Doc back to pre-cu skill requirments.... if you propose for that, then give them back all of the other stuff that was taken away, just a thought....


sorry, I apologize if you feel personaly offended by anything i said... but those are just the view's coming from a dedicated healer who sacrificed most abilities to fill the role



=============================================
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Ternque01
Mon Aug 01, 2005 9:05 pm
#33






Kesslan wrote:

Yeah. This is also something that CMs at least have been asking for. As right now there's been alot of complaints from MCM's etc that there's dabblers in the proff outhealing them.


Hell I have a MCM. And using healing clothes, and a res arm (which also adds to heals) and the healing line of medic that leads to doc (for the drag) I still cant hit the heals he's using when we both use 1100+ enhancers


And he's just got the healing like of CM, Healing clothes, enhancers and the res arm. He's hitting for 1700 with bacta toss. And I've sure as hell never hit for that much as a MCM.







Perhaps you missed the part where I told you I purchased 1100+ Bacta Toss enchancers. I thought you heard that =/



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Attichetcuk
Mon Aug 01, 2005 10:37 pm
#34






Anakroid wrote:


We're medical professionals. We heal, it's what we do well. You're a jedi, with healing abilities, not a medical professional. An amateur healer, if you will.The moment things change, and you fail to kill a normal profession in 3 seconds, you cry nerf.

I traded ALOT of ranged speed, accuracy, and damage to get CM. It was a freebie, I did give up ALOT. Do the same with your template, and stop whining.






/golfclap.


I just switched from 0404 pistols, 4000 combat prowless, to 4000 combat medic. In doing so I gave up 52 general range accuracy, 40 melee defense, 45 range defense, my only root of stopping shot, a decent area shot of fanshot, a area stun of burst shot, a daze of disarming shot, a decent damage shot of body shot,and a partridge in a pair tree! All just for healing. That is a huge sacrifice to make in order to heal. It doesnt need to be nerfed, every range player has the same ability to spend that same 49 points. Its all a give and take system. Which means it is balanced. A jedi is not a doctor, a jedi is not a medic, a jedi is a jedi and the jedi should be extinct.


atti


fletcherreed
Mon Aug 01, 2005 10:54 pm
#35






Attichetcuk wrote:






Anakroid wrote:


We're medical professionals. We heal, it's what we do well. You're a jedi, with healing abilities, not a medical professional. An amateur healer, if you will.The moment things change, and you fail to kill a normal profession in 3 seconds, you cry nerf.

I traded ALOT of ranged speed, accuracy, and damage to get CM. It was a freebie, I did give up ALOT. Do the same with your template, and stop whining.






/golfclap.


I just switched from 0404 pistols, 4000 combat prowless, to 4000 combat medic. In doing so I gave up 52 general range accuracy, 40 melee defense, 45 range defense, my only root of stopping shot, a decent area shot of fanshot, a area stun of burst shot, a daze of disarming shot, a decent damage shot of body shot,and a partridge in a pair tree! All just for healing. That is a huge sacrifice to make in order to heal. It doesnt need to be nerfed, every range player has the same ability to spend that same 49 points. Its all a give and take system. Which means it is balanced. A jedi is not a doctor, a jedi is not a medic, a jedi is a jedi and the jedi should be extinct.


atti






PLEASE! The only thing in there worth a d*** is the root and if you can heal for 1200 damage it doesnt really matter, now does it. Please admit it that this needs to be balanced (refer to my posts above to what specifically)

Canvas
Mon Aug 01, 2005 11:48 pm
#36






TenshiHanaKinu wrote:



But how's healing overpowered when you can hit far harder than someone can heal? I myself have access to 600DPS and I just have Pistoleer as my offense profession. Anyone who stacks more offense and accuracy than me also will have better specials and higher damage output than I will.


Bacta Shot = ~ 1800 / 6 = 300dps

BactaJab = ~ 1000 (enhancer)/ 4 = 250dps

Bacta Infusion = ~ 100 dps <-- and that's being generous, it's lower than that, I believe.


Some professions easily have the ability to Armor Break, which for Jedi means 1000+ dps easily. The above assumes at LEASE 120 HE. You won't get that by dabbling.



You have to exploit your opponent's weaknesses and focus on your strengths. A Healer's "strength" is in Longevity. Get around it.





Your math is flawed in this point:The 600 modified DPS of your pistoleer template (on which you base your argument on) is before armor or food like exo protein wafers.
Therefore your effective modified DPS will prolly more like 350 in an average fight.

Since according to your own math you are able to heal for like up to 600 DPS effectively, it becomes obvious that healing is pretty much a necessity in any template ... which is pretty sad I think and reduces template diversity a lot.Everybodyis forced to haveat least CM 4-0-0-0 Doc 4-0-0-0.


PS:
No, I am not a Jedi, and never will be one haha.





Message Edited by Canvas on 08-02-2005 08:51 AM



"You have enemies? Good.
That means you've stood up for something, sometime in your life." -- Winston Churchill
Ternque01
Tue Aug 02, 2005 12:02 am
#37






da-bro wrote:
Just had an alternative idea to balancing out this situation. The problem aries from the fact that by mastering Doctor or Combat Medic, you don't give up enough of anything else to balance with the power you gain from either of those professions.

So what if Master Medic was made a requirement for Doctor and Combat Medic?

This still allows you to master something like Rifleman/Master Combat Medic, but that would be it. I think in this case, it would be alot more balanced in terms of what you are giving up to gain. The benefit to this approach is that the medical abilities themselves remain untouched, whilst still addressing the balance of the game. So for those of you who are true group healers, things will remain unchanged, but those who are combining the heals with other skills to become significantly stronger than any other 250 skill point template will be the ones who are affected. The problem isn't actually he heals, its how they measure up against the rest of the combat related skills and how they trade off versus them. You gain more by picking up healing than you do by picking up any other skill. Hopefully this idea will be a much more appropriate fix to the situation.

Another idea, being that Master Combat Medic has pistol certifications, would be to instead of require Master Medic, to require the pistols line from Marksman.

The imbalance exists no matter what anyone thinks, if we can accept this and put our brains together creativley, we should be able to find a solution to the issue that does not nerf abilities or their effectiveness.

EDIT:

Please be aware that I am not here as a Jedi and my ideas and points are not related to Jedi in any way, shape or form. I am here as a 3rd party and an observer of game imbalances. If you need confirmation of this, feel free to look up my posts and see for your selves. I have mastered all but 3 crafting professions in my time in SWG across 3 characters and I have been a player for 14 months. I just want a balanced game, nothing more, nothing less.

Message Edited by da-bro on 08-01-2005 07:47 PM





Require Jedi to pick up Master Healer then in order to heal. I don't care if you are not a Jedi or have nothing to do with them.


Right now, non-Jedi have been pushed out of the Galactic Civil War to an extreme degree, and have started migrating back because they can stand up to fields of Jedi players longer.


You must understand that if you push for players having to invest 126 skillpoints into just getting CM 4000 and 169 into MCM to just be able to heal, you will MURDER PvP for non-Jedi.


You will MURDER their place in this game.


I will not stand to COMPLETELY eradicate the only thing keeping the GCW from becoming a Jedi-only war. THAT is what will happen, mate.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
TenshiHanaKinu
Tue Aug 02, 2005 12:33 am
#38


So... for 28 Skill points a Jedi gets a 1500pt heal every 6 seconds AND AN INFUSION "spell" (which CMs do not get)...


And ANY number of extraordinary abilities... saber block, armor break, avoid incap, force speed, cloak, insane damage, self-rezz, auto-root... blah blah...


And a Master Doctor can only pick up one other Combat profession.


Wow, and we don't "give up enough."


This is just stupid.

Message Edited by TenshiHanaKinu on 08-01-2005 03:34 PM



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Ternque01
Tue Aug 02, 2005 12:36 am
#39






TenshiHanaKinu wrote:


So... for 28 Skill points a Jedi gets a 1500pt heal every 6 seconds AND AN INFUSION "spell" (which CMs do not get)...


And ANY number of extraordinary abilities... saber block, armor break, avoid incap, force speed, cloak, insane damage, self-rezz, auto-root... blah blah...


And a Master Doctor can only pick up one other Combat profession.


Wow, and we don't "give up enough."


This is just stupid.

Message Edited by TenshiHanaKinu on 08-01-2005 03:34 PM




Exactly, but I think that the original poster is going EVEN FARTHER by saying that once you DO aquire MD or MCM, that you will not even be able to heal yourself well.... just others... yikes!



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