Combat Medic Archive
Thread: Combat Medicine Balancing
One of my chacters is a master doc, master cm. I can turn the tide in a battle and I see nothing wrong with that. I by myself get slaughtered any time I run into a PvP situation that I am not in a group. The trade off to that is if you do not kill me I will make your entireparty pay. Sounds fair to me and if you do not want your group being basically neutralized by a CM bring one with you, If the CM has a mind poison he cannot throw them. Oh and one more thing my poisons take two shots most of the time to heal but after the first shot with a good cure poison it might tick for 50 points instead of 500.
Zarlor is missing the point, if you have a doc and a CM taking turns poisoning/curing your problem is not your characters abilities, its the tactics. Anyone who has played CM knows that the scenario described in this post is very rare and that in most situations the CM is going to be taken down after the first poison pack or so.
Your group was STUPID! Plain and simple. I am a master Doc and Master CM. I would not go around trying to cure poison if I knew that in 4 seconds another poison is inbound. Take out the source then go around healing the poisons as you commence slaughtering the oposition. That is your problem you lose all tactical thought. Tactics is what wins. Not a jumble of wanna be hack and slashers. Just cause they had tactical advantage by bringing a CM and you loss now you cry Nerf! Suck it up. You loss. If you know a CM is that awsome in PvP maybe you should hire one on when you go PvPing.
When I go PvP I am lucky if I get a few poisons off or a few healths. People see me do one of those two things and they are all over me, I can run all the way behind our line and the opposition usually still take one suicide guy to follow me and make sure they put me down. Just cause your group of 20 failed to do so does not mean CM are all mighty. None of you would of fell incapped to any of the poisons applied.
So, the overall consensus seems to be, that my group made the error as we lost to a group of seven because of ONE Combat Medic. Tactical error my arse. NO PROFESSION should have that much of an impact on PvP. If you can't see that, then your blinded by your own ego. If you had read my post, you would have seen this, I was a CM, I have since given it up as I do not like being one of those UBER professions the devs keep helping rather than hurting. I thought the +1 cap was a bad thing, and fought it tooth and nail. Now however, I don't think it was the right move for different reasons. You realize I used to throw poisons that could do 750 damage a tick, I can't do 300 with my T21 in PvP. Now, add in the fact that you can do that much damage to a GROUP instead of just one person.
I think Pahdbacca agrees with me on this, there is no balance when it comes to AOEs, and as far as those of you complaining about Docs being able to heal poisons in one hit now, we can do that once every five seconds whereas you can apply poison every two seconds now. Don't give me that line.
Okay, I'm slightly bitter. It just really bothers me that classes like Commando, TKA and CM keep getting stronger, yet others keep getting pushed aside, like the poor Droid Engineers and Pikemen. Take a step back from your character for a second, and ask yourself how the skills it has effect the balance of thegame as a whole. If you can still honestly say that there is a way to work around the /applypoison; /applydisease; /burstrun method of combat, then I'd love to hear your views on that.
Classic case of inept jealousy.
Asking the Dev's to bring the game down to your level by nerfing others.... folks like you have done more harm to this game than SOE themselves.
Don't cry. Adapt.
Okay, what do you Doctors think we should do? If these nerfs happen to us, there would be no point to the CM. Heres what would happen. CM would totally have no point in that a Doctor with Cure Poison could totally waste us in PvP. I mean seriously, what other point is there to CM. We are like a healing branch of Doctor. We are better in combat than a Doctor and that should never change. Dancers buff minds. CM's heal minds. CM's should do more damage with a Poison C, and less damage with a AoE poison.
Armor already makes it harder to apply poison. Did you happen to notice that?? I have always had a really hard time applying poisons to armor. Come on Doctors get to the real point of your argument.
why didn't you have a CM?
Why didn't you shoot the CM?
Seems like obvious solutions to your problem. Why not try these next time instead of crying for a nerf.
> we lost to a group of seven because of ONE Combat Medic.
Yep. If SEVEN (7) of you were unable to incap ONE (1) combat Medic in under 20 seconds (to apply 3 poisons) then you deserve to die, poison or not.
I pray for DE to get fixed every day. I signed up for Star Wars, not P-O-K-E-M-O-N. But this isn't the DE forum, is it?
It's the CM forum...We do NOT want to be "uber", we want to be viable. We still are, but just barely. Let's look:
Compared to other healers, we have NO buffs.
We cannot cure Poison or Disease, so our use in advanced PVE is vastly diminished. At best, we will need a Doc along for the ride. But without curing these, and no rez, why does any group want us along?
We have no damage mitigation, so our vulnerability in combat is increased.
Add to that we have no weapons or offensive abilities beyond marksman, save our poison/disease.
So, when someone comes in saying they want to nerf poison and disease, we get a little edgy. It's reasonable to assume we want to have a unique place in the universe (skill points spent would indicate this class is challenging, and rewarding). We are not great healers (no buffs/rez/can't craft as well), and we are not great fighters (no mitigation, no specialized weapon). Our only sense of identity comes from poison and disease right now, and you just took away the range that set that apart from all other DOTS. So, leave the rest alone, okay?
Zarlor wrote:Docs and CMs should have a blancing factor. IMHO, Doc Cures should heal similar level CM Poisons (we need to get a rating on Cures so we can better determine that, BTW.) In all the time it takes to poison for CMs is the same as the time (and mind cost) to heal for a similar level Doctor (now they should be using the same power cures, but that is another balance issue that needs to be addressed, be sure to vote for it on Pahdbacca's Gamplay list, I believe it is #4).
The problem, however, comes in from the illustration above. AoE poisons -v- single cures. If you get even just 1 extra person besides the Doc with an AoE poison the Doc now had to do 2 cures, but he'll only have time to do 1 before teh CM can toss another poison. Hence the balance is destroyed in that instance.
In light of this, wouldn't a good suggestion be a "vaccination" for doctors? Enhance their group's resistance to poison, making it stick on fewer people for each apply. Maybe even going so far as to have a vaccination, similar to buffs, for each stat.
IMO, doctors are more about:
1. rapidly treating a single patient; i.e., their cures should kill off our poison in one shot, but mebbe it rolls against the potency of the poison vs the effectiveness of the cure?
2. preparation; i.e., buffs
while CMs are more concerned with:
1. group healing; has anyone ever actually done an analysis of group survival before and after the group's CM buys it? I don't have any real data, but from my perspective, having a CM in the group tossing area Cs (or even Bs and As), will keep a group alive for at least 5x longer.
2. offensive capability; cuz lets face it, otherwise we're just doctors with range.
Also, there is the SP investment to consider. IIRC, we are third behind BH and commando in SP cost. This should translate --directly-- into a powerful class.
Lastly, the only nerf that I would have ever suggested on CM is reducing the AoE range of the area poisons/diseases. How many of us have found a fairly tightly packed enemy group and nailed every single one of them in one toss? Reduce the AE range to something more reasonable, like 5-10m, and this will happen alot less. Consider your average mob of PCs at the shuttle port. That group is spread out over roughly a 20-30m diameter area. Normally, during PvP, you won't get such nice juicy mobs like that, but when you can hit 1/2 of the opposing force in each toss, this is still probably a little too powerful for one person.
Reimplement incaps on poison, reduce AE range of the offensive tools, and give docs better tools to counter us. Make it a fight that the better prepared crowd --should-- win.
My $0.02,
Bambam - Ahazi MCM
Sure. Actually the AoE suggestion is just one of several that have been offered on the Doc lists. Persistence of State Cures, or Immunity/Resist "vaccinations" and the like are the other ones primarily brought up.
As for those who suggesta CM dies too fast for it to make a difference about whose mind goes down first, the same could be said of Docs. Taking out the healer, whether CM, Doc or Medic tends to be a primary target for most PvP groups I know. But that is an issue of tactics, not direct balancing.
I've always been of the opinion that Docs are the primary counter to CMs (assuming a plain-jane template of MD -v- MCM and NO other skills) but that the CM should have a slight edge over Doc because of the higher skill point cost. That's not quite the case right now. Cures Packs need to have an effectiveness rating on them that we can read and that effectiveness rating so correlate directly to the power of a poison it can heal (so no B packs curing Cs, unless it's a really bad C poison and a Highly experimented and Advanced B cure, IMHO.) No-incap on DoTs leaves poisons a tad underpowered (I don't have a problem with no-incap, per-se, bu I think something more must be introduced to compensate and many great suggestions have ben put forth here for that) and I also think that DoT Damage Per Second is simply too low. Also Diseases are almost useless and since Docs have state cures, why not add in states to disease effects since the wound levels generated are fairly low and slow in all and have little direct impact on most of the shorter PvP encounters. And make it cost jut a tad more in Mind Cost to Cure than it does to toss CM effects out there, so that with all other things being equal the Doc should run out of mind before the CM does. (For example, let's say a Doc and a CM face off who have equal mind levels. The CM tosses a poison on the Doc, theDoc cures it, and so on until finally the Doc runs out of mind but he CM has enough for just one more poison toss. Doc loses because the CM should have that slight edge for the point cost requirements, IMHO.)
I also think that AoE poisons do not have a proper counter as another extension of where that balance needs to go. See it as a nerf or not that some kind of proper counter should be put into place but I've yet to see any kind of compelling argument to suggest it should not have a proper counter.