Combat Medic Archive
Thread: 75% damage reduction is in order...
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.
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.
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
Message Edited by Xenozx on 04-22-2004 07:20 AM
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! ![]()
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.
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.
Gnuut wrote:
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
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
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