Combat Medic Archive

Thread: 75% damage reduction is in order...

Songe
Wed Apr 21, 2004 2:37 pm
#27

Because poisons and diseases are our only ways of dealing damage, and without the pretty rare venoms thegood stuff we can make is about 400 damage for poison, 120 for diseases maybe... what kind of combat profession would we be if we only made 25% of that damage? It would be pretty pitiful.We are not just medics, but combat medics.


I agree that there needs to be some balancing done... but this isn't the solution at all.





------

Novice Lekku Stomper
Ninjacito
Wed Apr 21, 2004 2:54 pm
#28

If everyone's complaining about not having protection from CMs, why not make armor that resists poison, or maybe BE clothing?
Mild-Breeze-Trooper
Thu Apr 22, 2004 2:06 am
#29






swat07 wrote:

I feel that CM poisons should only do 1 of the current "ticks" and the damage should be spread over 1 min. a doc can remove it if he can. after1 min CM can re-apply. Also you should be able to dodge and what not against it. IMO







With dodge comes no resists. No resists we can spend moreexperimentation on efficiency, wich makes for higher damage.


Higher damage?.. sure... that sounds nice.




Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
Xenozx
Thu Apr 22, 2004 7:18 am
#30






Xenozx wrote:

also you have the ability to ** do away with both poisons and diseases and can over time build up tremendous damage also if you get nerfed and also if you get nerfed in pve so forget about trying to sneak away and out of the searchlight - you need to feel the nerfstick....


Xenozx






** Edit I did not mean curing poisons diseases - I meant your able to hit and keep hitting the different pools so that over time you build up such vast amounts of damage that it is insane...


And I was focusing on the fact that CM's have too many abilities compared to how powerfull their fighting capabilities are + the fact that all other proffessions gets 75% reduction...


As for the whining about what *low* damagethat would bring you to I don't give much about that as that would just bring you on pair with the other proffessions - how much damage do you think the average fighting proffession hits for through armor / intimidates and other **edit** - I can guarantie you that they do not hit for an average of 150 points which would proppably be the average of combat medics after a 75% reduction....


furthermore once your poison hits it just sits there and ticks away so you should try and factor in how many times people miss or gets dodged / counterattacked / blocked and then you would be amazed at how good you would still be doing as for pvp...


As for PVE I don't think there is much to discuss - you hit every pool and you outdamage everything or you might as well stop playing as then you suck...


Xen

Message Edited by Xenozx on 04-22-2004 07:20 AM

Gnuut
Thu Apr 22, 2004 9:58 pm
#31

What are you nerf-criers going to do when SOE puts NPC Combat Medics in the game?



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

D3st0r
Fri Apr 23, 2004 1:20 am
#32






Lunch-box wrote:

all these noobs are are the flavor of the month rifleman/tka/fencers that are unhittable by everything except poisons and desease and they want to nerf it so they can be god of combat







/raisehand is not a FOTM and wants CM nerfed


Whoever said CM is weak in PvE has no idea how to fight in PvE, I've killed literally hundreds of Krayt on my Master CM alt, so dont even try to come here saying that CM is weak in PvE lol its even totally overpowered in that, against the "super mobs".


Even without Spider Venom, a CM can easily make Area Mind Poisons that tick for substantial damage. The ability toeffect entire groups mind pool's all at once, with an attack that ignores all armor/resists and the 75% reduction is completely ridiculious and totally overpowered. Not to mention if you really wanted to you could hit every HAM pool at once with the current stacking system.It will be nerfed, guaranteed.


Whats that I can hear in the distance? *swoosh* uh-oh its the nerf bat! and its swinging straight at CM!





/-------=[ Tal-ev Osimao ~ Former 4444 Dark Jedi Guardian ]=--------------------------\
| I need a freak, to hold me tight. I need a freak, everyday and everynight.- Too $hort |
\------------------------------=[
Destor ~ Pre-Pub9 Jedi Main ~ Current Padawan ]=------/
\----------=[ ONYXSig01 ~ TalevNew!! ~ ONYXSigMal ~ Talev01 ~ Talev02 ]=--------/
\-=[ "What if your enemy is three inches in front of you. What do you do then." ]=-/
\-----=[ "Curl into a ball.. or do you put your FIST through him?" - Bai Mei ]=-----/
CloverRidge
Fri Apr 23, 2004 7:32 am
#33

As a Master Doc I would love to see a skill added in the Master box that is an AE cure/poison disease for PvPer. Make it so that it radiates out from the Doc 15m's in all directions.


That way you can leave Combat Medic as it is but offer a more viable way to counteract it. Keep Combat Medics as the damage dealers they are but move Docs more along the lines of how a combat medic heals.


Personally as a Doc I know there are some that just sit at the clone and rebuff people but for the most part I'm in the front of the fighting removing stuff/healing people probably more so than a Combat Medic. As the game stands right now Docs really are Combat Medics in their role and Combat Medics are germ warfare specialist(PvPer).


So if you want to add balance have one MasterDoc equalin healing style to the damage style of one Master Combat Medic. And no I don't look at having to run within 3 m's of everyone I have tocure as equal to the damage a Combat Medic can do.....realistically it is not.


This does not make a Combat Medics ability null and void but it simply gives a more feasible form of balance.




Ytoavee Oases
Corbantis
Gnuut
Fri Apr 23, 2004 8:20 am
#34




CloverRidge wrote:

As a Master Doc I would love to see a skill added in the Master box that is an AE cure/poison disease for PvPer. Make it so that it radiates out from the Doc 15m's in all directions.



Doctors don't deserve any AE healing skills. That is a CM ability. Much like you Doctors complain that moving cures to medic takes away from your profession then you are trying to take away from ours.






As the game stands right now Docs really are Combat Medics in their role and Combat Medics are germ warfare specialist(PvPer).


Doctors can heal 12 types of combat damage whereas CMs can only heal 5....it's obvious Doctors make better combat healers because of this.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

CloverRidge
Fri Apr 23, 2004 1:21 pm
#35



Gnuut wrote:


"Doctors don't deserve any AE healing skills. That is a CM ability. Much like you Doctors complain that moving cures to medic takes away from your profession then you are trying to take away from ours."


If you had any type of way to remove Poisons/Diseases then yes I would say this is true but you do not. So simply saying giving the Doctor class an AE ability to do something that you CANNOT do takes nothing away from your class. It's not the AE that define your class it's what you can do with the different AE abilities you have.


You must think awfully little of your classes abilities if you think giving docs and AE ability to do something you can't do now anyway takes away from the things that "define" your class.


Honestly you should push for this idea if you don't want the nerf boomstick to hit your class. If other people you feel you're over powered it doesn't matter if it's true or not the devs will make changes to appease them. Give people a way to feel it's balanced and do this through adding to another class like the above and not taking away like they want to happen to CM and the game would be better off.



Ytoavee Oases
Corbantis
Ninjacito
Fri Apr 23, 2004 2:07 pm
#36

If doctors got AE heal, I would most likely drop CM and go doctor because it wouldn't be worth being a CM anymore.
shadowhound
Fri Apr 23, 2004 4:06 pm
#37

i look at it this way



how much dmg can a tka or pistoleer or any combat prof can do in 1sec


what is that like 84-145dmg per sec avg if they hit everytime then x time it by 10sec and it equals


840-1450dmg a tick if u were looking at a cm standpoint. and thats thru armor and resists around 80%



and now the max a cm can do is 750dmg a tick now after nerf so i do say that resonable since we neglect def for offensive . now the range is what gets me, i agree it isnot fairthat they can throw poison farther than a sniper can shoot and it should be imhoaround 60m or same range as sniper.


and should be able to experiment on aoe range or range to throw it in. but i dont think they have to nerf the dmg the poison does cus it is in line that combat medic is just that perfect the art of dmg by range poison and healing.


im not a cm and not wanting to but nerfing cm to the 75% rule then sony will only increase the rate the poison/dease hits u and it still be around avg of 600-750dmg every 10sec but im just guessing and we can only know for sure when the combat reamp comes in effect.



mazrim master pikeman/doc (and still holo grinding)


sunrunner



D3st0r
Fri Apr 23, 2004 6:11 pm
#38






shadowhound wrote:

im not a cm and not wanting to but nerfing cm to the 75% rule then sony will only increase the rate the poison/dease hits u and it still be around avg of 600-750dmg every 10sec but im just guessing and we can only know for sure when the combat reamp comes in effect.



mazrim master pikeman/doc (and still holo grinding)


sunrunner









They wont increase the rate. CM will get the 75% reduction, and thats the only thing that will change, then the nerf cries will stop.


Aaww, you wont be able to hit people for 400 mind damage every 10 seconds now without Spider Venom poisons? Well guess what, to be a really good rifleman you cant just pick up a normal Jawa rifle and start owning in PvP, you need to invest in a Krayt Jawa or T21, and thats the same for every combat profession, you need to pay big $$$ to become powerfull with the right equipment, why should CM be any different?


You dont have the venom, you dont have the cash to get the venom then be prepared to get owned in PvP by people that have put more work into their preperation and weapons. They deserve what they get because they worked for it, I mastered CM in one day and right after that I could take some crappy resources, make up an area mind poison and drop entire raiding groups at once or go out and kill krayt all day*cheer*


CM stacking will be nerfed too, just like the other DoTs were.


Ugh, I'm just so pissed off at this profession, its ruined PvP completely. Cant wait to see it get nerfed into hell then maybe PvP will return to what it once was, or at least something close.




/-------=[ Tal-ev Osimao ~ Former 4444 Dark Jedi Guardian ]=--------------------------\
| I need a freak, to hold me tight. I need a freak, everyday and everynight.- Too $hort |
\------------------------------=[
Destor ~ Pre-Pub9 Jedi Main ~ Current Padawan ]=------/
\----------=[ ONYXSig01 ~ TalevNew!! ~ ONYXSigMal ~ Talev01 ~ Talev02 ]=--------/
\-=[ "What if your enemy is three inches in front of you. What do you do then." ]=-/
\-----=[ "Curl into a ball.. or do you put your FIST through him?" - Bai Mei ]=-----/
Gnuut
Fri Apr 23, 2004 7:22 pm
#39




CloverRidge wrote:

Honestly you should push for this idea if you don't want the nerf boomstick to hit your class. If other people you feel you're over powered it doesn't matter if it's true or not the devs will make changes to appease them. Give people a way to feel it's balanced and do this through adding to another class like the above and not taking away like they want to happen to CM and the game would be better off.




No I shouldn't push for this idea. Why not give CMs an AE cure hmm? How would you feel if we were given the Doc ability to cure. Curing poison isn't a Doctor defining ability... You may say that poisons and diseases are what we are all about but you are wrong. Because our poisons diseases and heals share two common characteristics, Area and ranged delivery. That is our class defining ability. Try playing a CM some time you may change your tune





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Page 3 of 8