Combat Medic Archive

Thread: Mind Poison and PVP

Fearsn
Sat Sep 13, 2003 1:51 am
#27

I beleave if they took mind damage out of the game, it would be a MUCH better game. Riflemen and BH would complain, I but CMs will not complain a bit. Why not have Riflemen and BH take out massive Health or Action damage instead of mind, what does it matter? The game would be 10 times more enjoyable, even for the BH and Riflemen. Its fun being more powerful then your enemy but its alot more fun to be equal.
JoeyMojo
Sat Sep 13, 2003 12:19 pm
#28

Oi.


We need to be clear on this. The problem with AOE Mind poison is twofold. One - it's stated that the counter is not effective enough. As a master doc with a high level cure poison C, I stop poisons in one application. Then wait for the duration of a novice because my heal time is not reduced by skills (bug!) and can heal other people. I think that docs should have to rely on combat medics to have an optional AOE component crafted to their cures. But I digress.


Two - the current HAM system. The lack of mind damage combat recovery is the reason we're seeing cries of nerf. Any attack that hits mind at this point seems a lot more powerful than it is. No one is crying out our health poisons even though they hit just as hard and are almost as effective. Because health can be healed in combat.


Mind needs to be looked at. As far as I can tell, the only reason that doctor's cannot enhance the mind and secondary stats of mind are so that Dancers and Musiciansare not just battle fatigue and mind wound recovery agents. But honestly, there's a discrepency between the buffs available from doctors and entertainers (instant vs 2:1 enhance:time involved ratio, plus the sheer numbers 2000 vs. 500). I think there's a fear that the entertainerclasses cannot stand on their own, and there was a push from the design side to transfer some of thehealingpower to them. But, forall intents and purposes, it leaves bothclassesgimped. Doctors can't fully enhance or heal - nor can Entertainers, and their enhance is but a shadow of what a master doc is capable of.


I am still in shock after reading the creative director (holocron) stating that mind should not be the determining factor in combat - like it's a shock that people are targeting the one unhealable stat. The HAM system, as it stands, should be the highest priority for the devs to address.

Jawyr
Sun Sep 14, 2003 7:19 am
#29

I'll confirm what Gallion is saying. The first issue with Cure Poison/Diseases is that there is no number given for the strength of the cure. Only by noting what each tick's damage is reduced by can one discern the Cure medpack's power. The second issue is that Cure Poisons are just too weak -- they seem to have about the same experimental ranges as Cure Diseases (175-250 from 1%-100% effectiveness on a "C" pack in my experience), and that translates to 2-3 Cure applications for a single target poison, and at least 2 applications for an AOE poison.

I'd suggest flat-out doubling the power of Cure Poisons, and maybe sticking Cure medpacks on a separate timer. If not put on a separate timer, the speed of Cure applications should really be affected by either Injury Treatment Speed or Wound Treatment Speed. It's literally six seconds between uses, either on yourself, or on another.

There's also some opposition to Doctor-based AOE poison cures (I'll echo though, that it doesn't matter to me which profession they're in; they really should just exist somewhere) that I think is unfounded. "The idea of a doctor having AOE anything is silly. AOE things such as poison and healing are RANGED medicines. You cant give a doctor a RANGED medicine such as AOE poison cure unless you make them get RANGED WEAPONS SUPPORT ABILITIES" says TampaxHoney. AOE doesn't necessarily imply ranged -- think of it as a Doctor opening a can of a poison-curing gas that will spread out 20m from him in all directions. He doesn't have to throw it, he only needs to open it.





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CorrbinDalas
Sun Sep 14, 2003 8:05 am
#30

If it can't be cured or healed, then it shouldn't incap you. Mind damage as a whole should be used to handcuff healers and keep people from doing their specials.
wongdong
Sun Sep 14, 2003 8:57 am
#31

Hi im master CM:


I agree: Give the docs some fine poison healing powers. An AE poison healing would be a wise way to counter our AE poison. Thats alright.


And i agree: FIX the crafting line. no one of you ever saw a area disease in action and i guess this will be some annoying stuff . Thats TOP priority i think.


i disagree: Dont consider to give CM's some extra powers. They are fine the way they are. If you dont want ot, dont choose it.


And las but not least: Don't EVER mention how bad our poisons are while there are bounty hunter/CHs around that lough while youre lying ont he floor and see your arm getting ripped of by his pet. We simply stand no chance against this combinations but thats the way i choosed to play. i can poison him and if i manage to run away i won.



regards lilu.




--------------------------------
Lilu Beeblebrox
My Multipass ID : 42
Kettemoor - Naboo - Temenos Island - next to the yellow Bulldozer
Mictavian
Mon Sep 15, 2003 12:44 am
#32

So as a culmination of all the opinions given in this thread. We reach 4 problems:


A. The inability of curing mind damage


B. Mind attacks by ANY class being too powerfull because of A.


C. The lack of skill of a Doctor's Cure Poison


D. Does a CMs poison deserve to be nerfed when almost everyone elsehas Creature Handling?



I think everything could be solved with A. Atleast in a pvp environment. This would cover B and C. Like someone said. No1 is out there whining about health and action poison and attacks. It can at the very least be healed.


But will taking the effectiveness of mind poison unbalance us against Creature Handlers? Maybe


Considering that most CMs chose a an atlernative weapon to master or even go Doctor,alot of us couldnt possibly afford all the scout requirements and novice CH as well. Take into account the stupidity of CMs having torely onnovice artisan. another 15 points to worry about.





Scornov Ipossk
Master Combat Medic/Master Gunfighter
Radiant Server
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