Combat Medic Archive

Thread: poisons and dieseas and CM in general: overpowered?

Zarlor
Sun Oct 05, 2003 4:57 pm
#27

Huh? THe fastest a Doc can cure is based on the Diag timer. Just like Poison is based on teh CM Speed timer. In other words a CM can poison as fast as a Doc can cure. It costs a Doc MORE mind to cure than it costs the CM to throw their poison.


So where is the balance here? As a CM I throw an AoE and poison 5 people. The Doc can cure 1 before I can throw another poison. Where does the curing of 5 come in?


And again, I said nothing about RANGED curing, only point-blank, Doc-centered, AoE curing.


Right now a with only 1 AoE posion a CM can keep a master Doc with a Cure C completely drained of mind before the Dco can even think about trying to cure anyone else, all the while everyone else who just got poisoned besides the Doc are all incapped before you can even throw the 3rd poison to keep the Doc poisoned and busy. You need to run from the other 5 folks because they are running after you?. Ok. THey all go incap because the Doc would never get into range to cure them. And that's as a solo CM without a group backing you up. How in the world is that balanced?






Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Sun Oct 05, 2003 5:00 pm
#28

okk1980: Not a simple question. Are we talking plain-jane BH -v- Plain-Jane CM (no other skills allowed, just the skills to master those professions?) In which case I would say 60% of the time the BH should win. If we are talking about a reasonably balanced full character, though, with all skill points spent, then with proper tactics, it should be 50/50, IMHO.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Sun Oct 05, 2003 5:52 pm
#29

Where in the world did you read that? Docs are more than viable in combat, and well they should be. I sure don't res in a camp, I res as soon as somebody goes down. THey may be out if it for 60 seconds, but in a fight where someone goes down, likely that fight will be lasting for more than 60 seconds so they can get right back into the fight. State cures andpoison curesare most definitely and in-combat skill as well. Who's going to be intimidated by the time you set up a camp, or not be incapped from a CM poison if it's not cured right away in combat?


I just can't agree with the logic that states Docs don't belong in Combat in this game. They very much do.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zariell
Sun Oct 05, 2003 5:57 pm
#30

nah posions and disease if anything are too weak.


From a pvp standpoint, there a little strong


in a pve standpoint, there extremely weak.




Corbantis
Zariell Lentanis - Light Jedi Knight
Master Powers FTW


Soah_Sek
Sun Oct 05, 2003 6:04 pm
#31

OK now back to my original coment since you pointed this out to me. Drs ARE in combat and CAN heal eveything out there but yet cost the same thing as a Combat medic and all we get is area heals (which atm dosen't mean a whole lot cause everyone dies via mind incap) and we get poisons and diseases. Now with your proposed AoE heal centered around the Dr. you effectivly take away the ONLY thing a CM has thats worth anything at all. All classes were not ment to be equal heance the reason CMs don't have buffs, cure state and other things like that. WE if any medical profession should be the most effective in combat, but as it stand the Dr. already is, except for not being able to health/action heal lots of people at a time.



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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Soah_Sek
Sun Oct 05, 2003 6:08 pm
#32

OK and someone pls comment on why I'm getting 1 star for my arguments... They are valivd arguments for this thread. To me this has been very constructive from both points of views.



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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Zarlor
Sun Oct 05, 2003 6:11 pm
#33

Actually I rely FAR more on my CM skills to heal in combat than I do my Doc skills.


If Poisons were pumped up just a tad and Disease actually did something useful, then I'd also have a decent DoT combat character.


Now I agree that i would not mind seeing some other healing ability going to CMs, but truthfully most CMs seem to actually prefer getting moee combat abilities over healing abilities.And you will note above taht I mentioned only that AoE posons need a counter. That could be a PB AoE cure for Docs, or a full Range AoE heal for CMs. Eitehr is fine by me. This isn't an Us -v- Them issue for me. It's simply a balance issue of AoE poisons when there is no decent counter for that, no matter who has it.


So if you would like more healing abilities instead of combat, fine. Give CMs teh Ranged AoE poison cure. Do you have a problem with that?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Soah_Sek
Sun Oct 05, 2003 6:23 pm
#34

Not me I much prefer how are class was ment to be - Suport - and for the combat aspect I picked up pistoleer. And yes I think CMs should have a lil more in the healing area. Not a healing god like the Drs are but something i mean yeah I can keep my guys alive maybe 1 or 2 throws but then they all incap if we don't win the battle of being mind drained... (Sry PvP that is) The area cure would be a good addidtion to the CM class, who better to area cure a poisons/disease then the person that knows how to dish it out.



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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
GottVerdammt
Sun Oct 05, 2003 8:48 pm
#35

Why do you think you're getting one star?


People rate posts on whether they agree with the person or whether they like the person. That's all these ratings are.


1 million credits, it's a doctor rating your posts.



It takes the same number of skill points to get Master Combat Medic as it takes to get Eye Shot.


Exactly the same. 169 points.


Two PC's with the same pvp skill. One is a MCM, the other is an Eye Shot spamming BH. Who wins?




___________________________________


You apply poison to Dylof.
Gott Furdamt'Sek says, 'Gott Insurance?'
Dylof is no more.
Dylof tells you, 'you misspled gott idiot'.
Soah_Sek
Sun Oct 05, 2003 8:59 pm
#36

With my composite helm on I do. With out it he does.



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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Mraughh
Sun Oct 05, 2003 11:08 pm
#37

Increase the cure speed then? how about that. I think at master doc level, all state heals should be reduced to 1application per second. An experienced doc should be able to apply a freakin needle to someone in less than 5 seconds.








If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Jacore
Mon Oct 06, 2003 6:19 am
#38

I really think Z is right. I'm now MD/MCM, and in large groups you realy can't cure fast enough. Other group AOE poisons, I cure...they repoison. The outcome is still largely a given, just with slightly more attrition.


I think the middle ground here comes in clarification about how large is the AOE range....


Let's say point-blank with a 6m radius...this is not adjustable via experimentation. What is adjustable is the potency (Resist). Give AOE poison/disease cures a resist rating just like the CMs have. The base resist rating is experimentable and with more points gets better and better.


The range is fixed at the doc's normal healing radius, but at stim A maybe 1 in 3 actually stick...by master doc potency can be quite high and the doc is virtually guaranteed to get all within his/her 6m radius. But this also imparts a valid choice upon the doc: exp points to either lower resists or boost power. It is a similar choice we have in CM.


If it were 6m, then you've still given the doc AOE abilitiy. You've helped assure that 1 AOE pack= 1 AOE pack at MD vs MCM level (I don't think it's really balanced that a doc has to burn N cure poison packs to our 1 AOE poisonwhere n>= number of players in the party). But in doing so you've still preserved CM range and the large areas that I think many CMs consider to be 'ours'. Tactically this would force a poisoned party to regroup around their doc...which I largely don't have a problem with....


...However, this will bring in time (with the pending removal of RTEF creating more strategic/longer battles) the issue of timers/gate/resists to poisons/disease. The impact of an attirition war of CMs lobbing stuff in and doc's curing it away will increase, and while I am by no means resolved of the outcome, I think it's going to be an issue. One could see proposals such as flat out timers on repoisoning like KD moves, successful cure poison/disease applications imparting a limited duration resist (say 1-2 minutes), or even proactive resist packs.


Of them I'd say the second option is the most tolerable to me at this point, but I haven't thought of any I really care for yet.



Jacore

Wilagins
Mon Oct 06, 2003 7:02 am
#39

I don't think the CM is over powered at all. I am still working on master comabt medic and have a few smuggler skills. The poisons and diseases I can make and use with advanced crafting and expert suport are far less damaging and far more expensive than any attack from the two weapon trees I have to lvl 4 in marksman and brawler except for the first ones. In PVE I am finding it much more effective to drop my pistol and use unarmed spin attack to fight mutliple targets since that does about 100 to 150 dmg every time to all of them in range than to throw a poison that does 19 dmg a tick made with the best resources I can find. In groups going for larger game I have to rely on my pistol skills for dmg output and usualy start with a couple of health shots as opposed to a poison or disease becuse the damage per tick is over ten times better, Then I mostly go to healing to keep the others in the group alive while fireing the occasional bodyshot 2 at the critter so I can get some pistol xp to move up the dirty fighting line in smuggler.


I have heard many times that a master combat medic is amazingly powerful, an dif so then I'll be happy when i do get to the top and my groups will be that much stronger. Untill then I guess I'll have toi stick to the pistol and unarmed dmg while trying to get the money for all the resources needed for the poisons when they actully becom euseful to me.




Freedom has a flavor the protected will never taste
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