Combat Medic Archive

Thread: So what are CMs going to gain to mitigate this nerf?

Puoseb
Fri Jul 30, 2004 7:56 am
#27

Area mind heals = CM support, ofcourse the devs won't hear it.



ReSiN

Puffz Alot - Ahazi

Besoup Nuggetman - Radiant


Happymob
Fri Jul 30, 2004 7:58 am
#28







Gavvot wrote:


And even if CM is partialy combat related, it is not an elite combat prof.






Combat medics are completely combat related. We have nothing we can craft that can be sold (except to other combat medics). We have no abilities that are traditionally used outside of combat medic (unlike docs, who have buffs). We are 100% a combat profession (though not 100% damage dealing).






And it's shouldn't deal the same kind of damage as a full, and only combat profession.



I have no problem with this statement if we get other support abilities that make us worth the skill point cost.


I don't think we will get anything else, but the devs do need to understand that they are driving the value of this profession far below the 169 skill point cost. Based on the implementation on test center (which admittedly will probably get tweaked), I place our value at around 100 to 120 skill points. Other CMs will go more or less. But I doubt you will very many CMs who actually think mastering is worth 169 skill points after this change.





Imadoh and Ikiecobi
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KorovaMB
Fri Jul 30, 2004 8:13 am
#29

I am very glad overall with the proposed changes, as they will improve PvP dramatically. I do, however, firmly believe that the area cures should have been given to the CM's. As area cures and area heals are really for battlefield use only, it is the jurisdiction of Combat Medics. Docs should be experts in behind the lines, hospital type healing.

I do, however, agree that the innoculations/buffs should go to the docs. If I have to go to a doc for regular buffs, and an entertainer for mind buffs, the last thing i want to do is go seek out a third person for poison/disease buffs just so I can go PvP.



Korova Tomap - Jedi - Bloodfin (semi-retired)
Korova's Revenge - Commando - Bloodfin
Aladine
Fri Jul 30, 2004 8:30 am
#30






Kragen77 wrote:





Kaejz wrote:

Well what are you, a CM/Master Artisan? Didn't think so.





Is any other "combat" profession required to have 2 different combat skills to be remotely effective?


While on the subject of artisan. Medic is the only quasi "crafting" profession that does not have access to the survey skill. This forces someone who does not have another character that can do their surveying to either buy all their raw materials or take another novice skill of aritsan so they can find the items they need. And dont get started on forge, cuase we all know that is one big joke.









Yes COMMANDO needs TKM to work in PvP, and they use same pointsas CM...



damn I can't spell

Message Edited by Aladine on 07-30-2004 11:31 AM



Cryonax -- Novice Ranger, Medic, 4000 TKA, Master Rifleman
Mastered: Marksman, Tera Kasi Artist, Smuggler, Pistoleer, Commando, Swordsman, Rifleman, Chef
Next: Ranger then MCH
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SecretFire
Fri Jul 30, 2004 8:31 am
#31






Djena wrote:

I'm going to make a guess that's probablygonna get me flamed but still...


You're getting ranged heals

area heals

you can heal mind (albeit at a very high cost to yourself)

you get to be a real medic with combat abilities

you might stop being the first target on the battlefield

you won't be hated as much as you used to be

you're ignore list might even shrink

you'll probably live longer


You are extremely effective at something, healing groups of people in the middle of battleat once


I really don't see much bad coming from this.




Learn about the profession before you post on it.




vBlissv

presently not playing swg actively

Bob_the_tomato
Fri Jul 30, 2004 8:34 am
#32

You get nothing. You were not nerfed, Doctors were made better. Stop crying.



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Nanuu
Fri Jul 30, 2004 8:52 am
#33






SakeO wrote:



Once the buffs get nerfed and grouping becomes more prevalent, Your heals will be more important and combat medics will again be combat medics.


SakeO





Sake is absolutely right. Before buffs were any good, CM's were my favorite people to have around in a group. You will become very useful again once buffs get nerfed.




Nanuu of RECON, Tempest
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Kraftomatic
Fri Jul 30, 2004 9:01 am
#34

You are asking what CMs will gain? This is really simple. CM's will be BALENCED against the other classes as a whole. Becoming equal is a single positive thing gained to the game as a whole.
WickedMidget
Fri Jul 30, 2004 9:07 am
#35

It's been a looong time coming ,and its about damn time it happened. Half the cm's i know would say that they thought there profession was overpowered anyways..


As for the sp..You are a support class..your not meant to have a I win button you can push to comepletely kill the other side. Take your nerf like every other profession and deal with it. Look at the bright side, you now get to wait in line for yourchanges like like most other professions



Slyvu
-Support lava diving as the new olympic sport-
Kragen77
Fri Jul 30, 2004 9:13 am
#36






Kaejz wrote:


"Ok if we are a "support profession" ask yourself this...


When was the last time you "needed" a CM?


Now ask yourself if you had the choice of having a Doctor or a CM in your group which would you choose?


If you answer either of those questions truthfully you know we are not much of a "support" profession. So explain to me what is our role? Why have we invested 169 in this skill when I could have saved myself 29 sp's and been a docotr instead?"



The last time I needed a CM? Two nights ago on the Corvette when I was tanking an SBD. Needed 3 mind heals during that fight.


I usually have both in my group, but if I had to choose I'd take a CM over a Doctor. Rarely do I die, so res packs are useless. A CM on the other hand can heal mind, MUCH more useful to me.








I will agree with the Vette (and include DWB as well). These are about the only places a CM is really useful.


The problem with mind heals is the cost. We are limited as to how many we can do becuase of the dmg it costs. If they either elimnate the mind wounds, or made it stim based. This would be an advantage and an acceptable compromise. It would make us different from docs.



The fact that you "rarely die" is the whole issue. With buffs and armor there is little danger in this game (other than Vetter & DWB). Folks dont need healers. The whole CM's can heal mind is of little compnesation since we cant heal our own mind and wind up giving our most imporant HAM pool major wounds evertime we do it.


This is the only MMRPG in which healers are not a must for grp hunts. Buffs & armor resists are just as big of a game killer as CM's poisons and disease. Will these get fixed? I have my doubts


Kragen77
Fri Jul 30, 2004 9:15 am
#37






Nanuu wrote:





SakeO wrote:



Once the buffs get nerfed and grouping becomes more prevalent, Your heals will be more important and combat medics will again be combat medics.


SakeO





Sake is absolutely right. Before buffs were any good, CM's were my favorite people to have around in a group. You will become very useful again once buffs get nerfed.







I will believe this will happen when I see it.
SolSpur
Fri Jul 30, 2004 9:54 am
#38

Granted, TKM can do a little more damage than CM in PvE




Do you seriously think tkm can do "a little" more damage then cms in pve?


A cm at best can do about 600 damage, once every 10 SECONDS


A tkm can do double every second.


Either you dont know anything about CMs and just mislead or your a troll. You decide.



12 point AS, FS crafter, RIS Certified - active
12 point CM and FS crafter- retired
Noukie
Fri Jul 30, 2004 9:55 am
#39

Nothing.



It's all for the nookie.
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