Combat Medic Archive

Thread: What is the main problem you have with the +1 change

Kavedawg
Sun Oct 26, 2003 11:56 am
#27

Apparantly we have a 1 star troll running around, I gaveyou all 5 stars so all of your posts can be read by everyone. everyone has a voice and every voice should be heard. Thanks for the input and keep it comming



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Sun Oct 26, 2003 1:18 pm
#28

Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Valkahr
Sun Oct 26, 2003 2:13 pm
#29






Kavedawg wrote:

also, all dot's, even thoes that arehanded outby critters are capped at +1


All dots are capped at +1. However, creatures dots are not their main attack. Player dots are not their main attack _unless_ they are a combat medic.


and there is one other thing this patch will change , the CM's who abuse the system by tossing and hiding in a house knowing that theirtarget will be incapped in a matter of time, so they can DB at their leisure. With the change on TC, this will allow thetarget to run forcing the CM who would normally be hidden to expose himself allowing the target some manner of defense against a DB.


Yes, this will stop CM abusers who toss and hide in their house. However, this is a backward fix to that problem imo. If hitting and running into a personal house isan issue, any profression can engage in it. A BH can spam eyeshot to take out a player and then run into his house before the victimsfriends can retaliate, etc. So if hit and run is the issue, attack that problem directly. Lets try to stay away from band-aid that gloss over issues anddeal with the issues head on.


A possible solution is tomake it so players that engage in PVPcan no longer entera privatehouse for a set amount of time.That woud be the easiest fix imo. You could try to allow players to follow their attacker into a house, but what about the players friends? I think trying to balance that would be more difficult. I'm sure there are other solutions and if the devs feel this is a problem, then it should be addressed. However, the no incap nerf for poisons is not the solution.


If the devs state clearly what is the problem with poisons, maybe the players could come withsimple and direct solutions that fix theproblem.




Taewyn
Sun Oct 26, 2003 2:13 pm
#30

btw sorry for putting in my llittle BH rant , but I am working on a combat med now, and I see combat meds in much the same boat as BH's.


Theclass is only thought to be to powerful for three reasons...



  1. Other classes are broken.

  2. Other classes leave more skill point to obtain power, so its not as obvious when they themselves are very strong, because they are only strong when combined with another skill set.

  3. Underlying Issues in the games mechanics, such as an unhealable, but targtable pool.

Now you would figure they would fix these things one at a time...but instead they nerf while they enchance...Producing a double effect, which in the end does not produce balance, it produces a shift in power to another set of skills.


Mark my words, if the patch goes in, your going to see some templates that are going to make Commandoes/combat meds/bounty hunters look like push overs





Taewyn Alsan Lt Colonel in service of the Empire


Taewyn and Oqua's "As you like it" Armor and Clothing store. On Naboo, right outside of Kaadara Location: +5729 +6376.


Kavedawg
Sun Oct 26, 2003 2:46 pm
#31






Valkahr wrote:






All dots are capped at +1. However, creatures dots are not their main attack. Player dots are not their main attack _unless_ they are a combat medic.


then this means we are a support class and not a combat class, our curent main weapon is only ment to soften up the enemy because it is a DOT.


Yes, this will stop CM abusers who toss and hide in their house. However, this is a backward fix to that problem imo. If hitting and running into a personal house isan issue, any profression can engage in it. A BH can spam eyeshot to take out a player and then run into his house before the victimsfriends can retaliate, etc. So if hit and run is the issue, attack that problem directly. Lets try to stay away from band-aid that gloss over issues anddeal with the issues head on.


any fix is good to me to stop exploitors/ but the BH can not perform the DB untill the friends leave, A CM can take his sweet time because the AoE nailed almost everyone, all that is left is TAB /deathblow TAB /deathblow and yes, I will be pushing to prevent /deathblow from inside a structure.


A possible solution is tomake it so players that engage in PVPcan no longer entera privatehouse for a set amount of time.That woud be the easiest fix imo. You could try to allow players to follow their attacker into a house, but what about the players friends? I think trying to balance that would be more difficult. I'm sure there are other solutions and if the devs feel this is a problem, then it should be addressed. However, the no incap nerf for poisons is not the solution.


the easiest fix is already in and it was a byproduct of another fix to stop the "incap dance"


If the devs state clearly what is the problem with poisons, maybe the players could come withsimple and direct solutions that fix theproblem.

they stated the 3 incap and auto death from poisons was the problem. the +1 cap fixes this and gets rid of the "grace period" that would streach a poison out to last 45 min greatly reducing the number of CSR ticketsfiled against us













________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Pahdbacca
Sun Oct 26, 2003 3:52 pm
#32






bcasey03 wrote:





Pahdbacca wrote:
Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.





How can you say that? With the other combat professions with dots(commando, bh, pistoleer, carbineer, riflelman, swordsman) they still have other attacks that inflict damage. We ONLY have a DOT attack.


As for the original question, I oppose this change for all of the reasons you mentioned Kave.






I can do that because it's my opion and my vote...that's how I can do it. I also know how to use a pistol.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
bcasey03
Sun Oct 26, 2003 6:01 pm
#33






Kavedawg wrote:





bcasey03 wrote:





Pahdbacca wrote:
Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.





How can you say that? With the other combat professions with dots(commando, bh, pistoleer, carbineer, riflelman, swordsman) they still have other attacks that inflict damage. We ONLY have a DOT attack.


As for the original question, I oppose this change for all of the reasons you mentioned Kave.






yes, but the other professions you mentioned actually use thier guns and knives to do direct damage, poison alone is a DoT




I believe that was my point exactly.



O'peth
Dark JediKnight
Starsider
bcasey03
Sun Oct 26, 2003 6:19 pm
#34






Pahdbacca wrote:





bcasey03 wrote:





Pahdbacca wrote:
Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.





How can you say that? With the other combat professions with dots(commando, bh, pistoleer, carbineer, riflelman, swordsman) they still have other attacks that inflict damage. We ONLY have a DOT attack.


As for the original question, I oppose this change for all of the reasons you mentioned Kave.






I can do that because it's my opion and my vote...that's how I can do it. I also know how to use a pistol.




Thats fine and dandy but are you here making the argument that pistoleer should be a prereq. for combat medic? Or any other elite combat profession?



O'peth
Dark JediKnight
Starsider
Pahdbacca
Sun Oct 26, 2003 7:23 pm
#35

I am not a pistoleer





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Kavedawg
Sun Oct 26, 2003 7:34 pm
#36

I was just wondering Bcasey, did you drop TKA and go for MCM? or did you go with the 4-0-0-4 template?



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
Valkahr
Sun Oct 26, 2003 8:12 pm
#37






Kavedawg wrote:



then this means we are a support class and not a combat class, our curent main weapon is only ment to soften up the enemy because it is a DOT.


If that is to be the role of dots, then so be it. I've yet to see a dev post that that is in fact the role of a CM.


any fix is good to me to stop exploitors/ but the BH can not perform the DB untill the friends leave, A CM can take his sweet time because the AoE nailed almost everyone, all that is left is TAB /deathblow TAB /deathblow and yes, I will be pushing to prevent /deathblow from inside a structure.


The CM would need to leave the protection of his house to perform the DB. He'd have to hope no one in the group he attacked was a Doc and cured the poison. He'd have to hope that the poison worked on all the people in the group. He'd have to hope that no one else either came to assist or wandered in and were willingto assist in healing / curing those poisoned or in taking out the CM when he left the safety of his house.


That being said I think they should address suicide bomingas well as hit and run into a private building. However, this is not the fix.


As for the BH scenario,what is to stop the BH from using a LLCand1 shotting and deathblowing a person in a party and then running into his house? What is to stop a commando fromdoing thesame? What is to stop a CM from AE poisoning a group and AE diseasing them and then running into his house for the same effect?


the easiest fix is already in and it was a byproduct of another fix to stop the "incap dance"


they stated the 3 incap and auto death from poisons was the problem. the +1 cap fixes this and gets rid of the "grace period" that would streach a poison out to last 45 min greatly reducing the number of CSR ticketsfiled against us

If the 3 incap and auto death is the problem, why nothave poisons wear off after 2 incaps? If poisons wearing off after 1 incap is too weakbut 3 incaps / death is too strong, wouldn't 2 incaps seem like a reasonable compromise?


Why not give doctors the ability to innoculate players. Maybe while innoculated you could have poisons stop at +1 HAM as it is on test, but if they weren't innoculated it would work as it currently does.


Or you could add those 2 suggestions together. Poisons stop at +1 HAM for an innoculated player. If the player wasn't innoculated, the poison would wear off after the second incap.


You could also add in a doctor crafted, self only administered temporary cure poison that anyone with modest medic skills could use.


If AE doctor cure poisons aren't in the works, they should be.







Have the devs heard of any of the proposed changes? If so, are they entertaining any other options are is this falling on deaf ears? If this change is going to go live regardless of what is posted, I'll stop posting.


If they are open to considering other options, which ones? Are we going to be allowed a poll on the issues? Are those changes then going to bebrought to the test server to actually see if they are indeed a better solution?

Zarlor
Sun Oct 26, 2003 8:21 pm
#38






Valkahr wrote:


Have the devs heard of any of the proposed changes? If so, are they entertaining any other options are is this falling on deaf ears? If this change is going to go live regardless of what is posted, I'll stop posting.


If they are open to considering other options, which ones? Are we going to be allowed a poll on the issues? Are those changes then going to bebrought to the test server to actually see if they are indeed a better solution?






They can't be falling on completely deaf ears because they are supposed to be reading the Corre forum. They do not, however, always respond. And we sure as heck have as much clue about what they are thinking as you do. In a few rare instances we do have a bit of extra information, but for the most part everytime a Dev posts something a Corre is there asking for permission to post it.


Generally the Devs don't post on Weekends, though. So who knows.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
NinjaMetzger
Sun Oct 26, 2003 8:35 pm
#39

This is the way I see it. Do away with the +1. BUT the 75% PvP damage redux should apply to poisons.


Im SICK of being almost instantly KO'ed by ridiculous poisons that do an excess of 400 damage per tick.
because of this, Combat medics are now virtually invincible.


And as for the thought that Combat Medics should be able to keep up with Commandos and Bounty Hunters? No. The Combat medic is a SUPPORT class. BH and Commando are dedicated fighters.




Melos Megnin -Magistrae Mundi Sum-
1st Holo: Smuggler
2nd Holo: Weaponsmith
3rd Holo: Silent
Silent: ???
Professions Mastered: 9
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