Combat Medic Archive
Thread: Combat Medic Fixes!
Mind Heals: Great - eat too much mind.
Area Stimpacks : Pointless because mind is the only pool anyone cares about.
Ranged Stimpacks: Great for healing entertainers with
Lets see some real combat medicine , Area Extinguish Fire , Area Cure Poison , Area wound heal, Area mind heal. Now that is COMBAT medicine.
This is COMBAT MEDICINE Docs shouldnt be doing this in the field they should be ineffective at it they should be at the back of the field rebuffing etc.
SOE Take a long Look at those player lists ; LOOK HOW MANY HAVE QUIT SINCE THE JEDI PATCH!!!
I know personally that a lot of guildmembers and friends have left the game with that patch.
Jedi are a minority , Fix the other professions first and introduce what people suggest faster.
You heard the problems with this CM stuff ages ago but now jedi come along and moan its insta fix so dont tell us you dont have the time to introduce what we want(since you have no problems introducing a fix from a minority of players). Lets see some redevelopment thats real not a little fix here and then.
The Devs Answer by default: Wait for the combat rebalance
Why Didnt you get it right in the first place?
Maxanto wrote:
Ok I was waiting for him to say "joke" but he never did.
Explain this to me and all the others who have been killed in pvp so many times by your professions, why should cm's not be affected by PVP (not pve) damage reduction?
Without going into dps calculations, it's very simple - if you reduce damage by 75% in PvP, the combat medic profession will be about as popular as squad leader. Not just the FOTMs will leave, but many of us who have been CMs from the start will leave. I got into combat medic (and doctor) because I like being the healer. But it's not worth 169 skill points to get area healing and poisons that natural regeneration can keep up with.
If you want to reduce our offense, look at alternative ways to do it. Remove single stat stacking. Add a poison mitigation spice. Make the current poison resist food more effective. But don't reduce damage by 75%.
SolSpur wrote:
Havla is not being removed, folks. It'll still be around in-game and effect healing the same as it has been. The change is that a minimum timer is being placed on /applypoison and /applydisease abilities, a timer that Havla won't be able to lower.
Why not simply remove it. CMs were never ment to throw 1 per second and docs were never ment to cure 1 per second.
teeth0r wrote:
2. The poison timer does not reset when the poison is cured. So you get the following behavior:
- time +0sec: you are poisoned
- time +5sec: you cure
- time +8sec: you are poisoned again
- time +10sec: the second poison ticks on you, using the first poison's timer.
teeth0r wrote:
(repost from In Testing forum)
Thunderheat, could you also get the Devs to spend time fixing the following bugs:
1. Poisons of the same type, but from packs with different serial numbers are stackable.
2. The poison timer does not reset when the poison is cured. So you get the following behavior:
- time +0sec: you are poisoned
- time +5sec: you cure
- time +8sec: you are poisoned again
- time +10sec: the second poison ticks on you, using the first poison's timer.
3. Warcry effect is not broken by poison/disease ticks, meaning you can be taking CM damage but unable to heal it.
4. Poisons and Disease dots do not show in the combat log, making it very misleading in a fight.
5. If Poison and Disease are stacked on the same stat, the player will get triple-incapped and die, taking decay on their equipment - this is really unfair and unnecessary.
jfang wrote:
Can you confirm this behavior with a test. Not a "everybody knows" statement, or a "it happened in this battle" statement (as timing in live battle is very misleading, especially with lag), but an actual test run with a doctor and combat medic? And when you say "cure", I assume you mean this is a full cure of poisons and not just a partial cure?
Happymob wrote:
The fixes will calm the linch mob but I had expected the devs put more thought into this![]()
Unfortunately, no. If you read TH's thread, basically everyone is coming out asking for more. Some potentially reasonable (remove multi-stacking on a single stat) and some completely unreasonable (75% damage reduction). Why is this completely unreasonable? Every other profession suffers this in pvp, why should cm's not? You hit pvp players the same as you do npc's, ALL OTHER PROFFESSIONS DONT. Cm's should fall in line with ALL OTHERS in this aspect.
Overall, I like this. But the devil is in the details.
Farenheit wrote:
Happymob wrote:
The fixes will calm the linch mob but I had expected the devs put more thought into this![]()
Unfortunately, no. If you read TH's thread, basically everyone is coming out asking for more. Some potentially reasonable (remove multi-stacking on a single stat) and some completely unreasonable (75% damage reduction). Why is this completely unreasonable? Every other profession suffers this in pvp, why should cm's not? You hit pvp players the same as you do npc's, ALL OTHER PROFFESSIONS DONT. Cm's should fall in line with ALL OTHERS in this aspect.
Overall, I like this. But the devil is in the details.
Happymob wrote:
CHs went from being overpowered in PvP to relatively balanced in PvP to wildly underpowered in PvP. Now almost no serious PvPer is a creature handler. The devs overdid it. And in the process, they removed a potentially interesting element from PvP.