Combat Medic Archive
Thread: Publish 9.4 Info: The Tweaks
vortexala wrote:What I meant was that the effectiveness on the rating of a poison pack, doubled, is what you compare to a cures effectiveness. And yeah, there were the 4 times that the cure managed to 1-shot clear a stronger poison... still not sure how that worked out.Most likely, that won't be looked at until 9.4, unless it was just a fluke occurance.If anyone sees it happen on Live this week, let me know
If you want me to bring my poisons and diseases back to tc2 let me know...
Mmaxx wrote:
Pirrg-Freemoon wrote:
Combat medics should just be removed from the game. They have no place in swg.
You have no place on this forum..... or any forum for that matter if that if all you are going to do post crap like that.
If we have a profession in SWG that's purpose is do change your hair style then having another combat profession to compliment the already hugevariety of fighting styles has a place.
As a combat medic and an paying customermyself i have just as much place on this forum as you do. Again, Combat medics should just be removed from the game. They have no place in swg.
DoctorDan wrote:
Just one thing.. i dont see any gain on the cm side.. or is this patch supposed to make every cm drop their profession??
atleast make some sort of gain.. or something that would help keep the cm stable and usefull for it's skillpoints.
Cm is still extremely useful in so many ways. It's not ALL about poisons and diseases. Area heals, ranged heals, mind damage, and stacked poisons/diseases are still very potent, even in PvE against high armor resist mobs. Using a CM vs a Jedi NPC, NIghtsister, or Krayt is very useful. Having a couple CMs on the Corvette, or Death Watch Bunker, or in high level PvE, is critical and very essential.
What this patch accomplishes is preventing common PvP domination by Combat Medics. The changes are very well received. And as many have shown, high potency poisons will still overcome high effect poison resist packs. The area cures are fairly powerful, but they balance so one Doc will deal with one CM. Not MANY docs to deal with ONE CM. That is far better balance then before.
The numbers might need a little tweaking, since a high potency poison is likely to have far less effect meaning easier curing. I've been a master CM/DOC since August 2003, and found the profession extremely useful even without the mind heals, or the 'uber area poisons and diseases'. Nor am I planning to drop it. I'm just making a more interesting assortment of poisons- some high potency to use against those with resist buffs, and those with high effect, 'normal' 130 ish potency for PvE and to use in ambushes/assaults where the enemy does not have time to poison buff.
Further- I made a lot of the poison buff pack C's. They use a 2specific resources, and 2 other 'stock'. They use a large number of components (*4* advanced bios, which means Janta resist buffs are going to be extremely difficult to make), and peak out around 225 effect using 'decent' resources. To get max effect, the duration is normally around 30 minutes to 45 minutes even with 12 skill points used (which is not a common doctor). PvP guilds will certainly make a point of using them as much as possible, but non-PvP guilds will not. And CM's will still do quite well against unprepared enemies.
If there are CM's who only took the profession for 'easy wins', then by all means they should look for another profession. But I still see huge potential to the class.
Ren
Renairdor wrote:
a bunch of stuff
vortexala wrote:
Got the go ahead to give you the info on the tweaks we'll see in publish 9.4. When will it come out? No concrete time. But, as I said in the other thread, my guess is next sometime next week.
This is straight from the devs:
- Reduced the maxarea on the Area Cure medicines by 10 meters. This makes the max theoreticalarea 30m.
- AlteredPotency resistance formula. Low resistance value buffs will not have as significant an impact on the resistance rate. High potency values will be more meaningful and can better counter the resistances. In short, poisons and diseases will be harder to resist.
- Added a 3 second minimum time limit to the healing and cure timer.
So there y'go...
Well, this is really good. ThanksVortexala!I am happy about this. But how the hell is 30 m point blank? I still say it should be no greater than 7m. Between us and the Merchants the Devs have been over nerfing and the giving us a little room back to be happy about. This is kind of ridiculous. But this as at least a start in the right direction and makes us somewhat of a force in PVP.
Mustelafuro wrote:
And there is still that nifty line of sight bug too
Which will apply to the cures as well. The servers simply don't have the horsepower to do line of sight checks on area attacks, so they do LOS to primary targets and distance checks only to everyone else. People have been saying that the new game is "kill the doctor". Just wait until that defending doctor is tucked safely in the basement of a base curing everyone outside of the base (but within the AOE).