Combat Medic Archive

Thread: Preliminary CM Nerf FAQ

Zarlor
Fri Feb 27, 2004 1:34 am
#27

Oblivion: Any corrections to getting these issues fixed will take development time. Time that is already in process. Nothing can be done to help you out short term because the fix is taking as long as it is going to take. Crying for nerfs to CM damage simply won't do anyone any good because even if the Devs agreed that the solution is to go down that route it sould still take months to implement. A solution is in the process of being implemented, so what more could you really ask for? It takes as long as it takes. That's just the way it is.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Ekefo
Fri Feb 27, 2004 1:39 am
#28

Zarlor can you add to you post some comments about "stacking". Thanks.



_________________________________________
Dr-Joel Swanson M.D.
Eclipse -- Theed, Naboo
Asuph
Fri Feb 27, 2004 3:06 am
#29

OK , read the entire thread this time, not just my posts ok?


As for your arguments, Keep in mind 90% of the SWG population would love to seeCM knocked down a few notches.


Poisonds and diseases are specials, atleast according to combat as the Devs designed it. No other class can effect a dot without a special move.


You can use low range high damage disease and poisons at a low skill level of CM.


Why should something that effects all other classes, not effect CM? The damage reduction disreguarde CM all togeter, making them overpowered, and a current pvp flavor of the month.


Im not fixating on it, I have many other points... See above, and below. Yes wounds and poison dots should stack, but CM does them at full power, where as everyone else has to deal with a 75% reduction to both.


Yes. CMs should have been nerfed along with everone else. That is fair, ill accept removing the pvp reduction all together, but that will never happen. CM's can selectively damage any pool, secondaries included, without pvp reduction. CM's area attacks are the most damaging thing in the game. DPS is not a valid argument for cm, as they have the best in AOE and single target, hands down.


Cm's never, ever damage themselves with poison. Grenades DO damage the one who throws it, if they are within the AOE. No other dot other damages the attacker, or can, becasue they work in a cone or ring type AOE.


Combining trees in CM would make them More powerfull at lower levels, pretty much making this thread

usless altogether. Balance, atleast according to Sony requires clases that compliment each other, not themselves. Thats why no other class can do both.


My point is, CMs can use any weapon they choose AND the poisons and diseasees. A smuggler cant use a poison or disease. Skillpoints prevent it. If CM's could only use poisons, It wouldnt be a problem.


In the SWG universe so far, ther is NOTHING that can prevent a disease or poison. There are resistances to it, but no prevention. (I have 2 of the geonosian rebreathers, but have not tested them yet, so this may be a fix for this) Dodge, or Block, are both prevention skills given to other classes.


C12 grenades DO damage you if you throw them and are in its AOE radius. CM poisons and diseases do not. I think all AOE's should effect frendly targets if grenades do, but that will never ever happen. Maybe a grenade fix would null this topic.


I have had many players dodge or block a laser bolt. If CMs had to worry about accuracy, they would just use area Disease and Poisons, and it would not effect them.


A team with 1 doc, vs a team with 1 cm would loose, hands down. Maybe 3 or 4 docs, in a group of say 15 all together could keep up with 1 CM. Remeber a doc has a 4 second delay on curing as well...So a CM poison all the stats, both secondary and primary in , in the time a doc in 39 seconds, where a doc can only cure 9 states,onindividual players in that same time.


I love the game, hate the bugs and the necesity to change professions every month to stay competitve. Without adhereing to the SWG literature, and movies, this is just everquest 1.5.


Double Heh.

Mild-Breeze-Trooper
Fri Feb 27, 2004 6:53 am
#30

I dunno... maybe we should spend some serious time looking over my calculations from the "How much is to mouch"-thread and include them in the FAQ?


And maybe we should start to get vocal about wanting "fair" damage out of our packs.


Just of the top of my head.


With my unsliced elite carbine and using cripple shot I can land shots that do about 1500 damage average. Were I a Master Carbineeer and had the proper slice/poweer up I could spam this just about every second. (If I'm misstaken on that point please feel free to correct me)


With 75% Damage reduction that evens out at 375 damage per second.


Poison ticks at once/8 seconds wich, to be comparable to the carbineer damage, should do about 3 000 damage per tick.


The exact numbers could be argued, I doubt my elite Carbine is the best example in the world but I wanted something that had a small range. The Laser would give less reliable statistics but I've hit cripple shot for well over 2 200 with it.


Of course, 3 000 poison damage per tick is just for PvP. In PvE the damage has to be four times higher to be balanced with other professions. Or roughly about 12 000 damage per tick.


Now, it is only fair to say that some of this damage should be removed since we don't miss. So say that the carbineer misses one shot out of eight. (I usually hit my mark and I'm not even Master Carbineer) Then we have a per tick damage of about 2 625. (10 500 in PvE)


I can agree thatthese figures shoul be for single shot poisons only and that AOE poisons should be somewhat lesser. Say doing two thirds of the Single shot poison. (1 733 in PvP and 6 930 in PvE)


Now, this is for Master Combat Medics using decent to good resources. Exceptional resources and Uber loots should provide higher damage output. Remember that your Krayt Laser carbine will last much longer than my Fire Spider Venom C-poison.


These figures should be looked over, compared to masters of all other combat professions and to different weapons aviable to them. Ordinary as well as Krayt enhanced and Legendary. Then we could present that data to the SWG community and the debate could be resumed with correct information at hand.




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.
Zarlor
Fri Feb 27, 2004 7:03 am
#31

Well, I really hate to say it but I think I just had an experience that has proven to me that even folks that I expect would have given some consideration to actually reading the FAQ won't do so since it may affect their preconcieved notions that CM Damage is simply too high (although they are sorely misplaced in thinking that Damage is the problem).


I think really the best FAQ would simply state:






Something to keep in mind is that we are still only at stage 2 of the Combat Revamp. To quote Thunderheart we are at a fairly painful stage of the process.



“In terms of gameplay, this second stage of over all combat balancing is going to bring with it a new wave of change; damage, to-hit, specials and the full scope of weapon combat will be out of whack for a little bit, but keep in mind, creature changes are in and at this stage, weapons will be falling into place; 2 of the 4 basic subsystems will be trued up with each other.”









Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Fri Feb 27, 2004 7:13 am
#32

Oh, Asuph, that also means I'm just not going to bother responding. The point of the FAQ was obviously lost on you there and you have a LOT of misinformation in there you keep trying to toss out that I'm really not going to bother to corrrect (although Pahdbacca may continue to do so if he feels like pursuing it further.)


Suffice to say that CMs are getting "nerfed" in ways that do not involve a reduction in the amount of damage CM DoTs do.


I don't know of any other way to tell folks that fixes are in the works and they will just have to wait until after the Combat Revamp to see it, though. Nobody seems to want to read that part it despite the fact that it completely supports their allegations that balance is needed and that it is coming.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Mild-Breeze-Trooper
Fri Feb 27, 2004 7:15 am
#33

People just plain don't like waiting. That requires patience... a resource that should be abundant in SWG because of all the grinding but it is also quite possible that the hologrinders have ground up allt the patience and no new have spawned. (Or at least vastly inferior patience)



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.
jkray8472
Fri Feb 27, 2004 7:50 am
#34

A poison of 322 effectiveness....at Master CM ticks for 644 damage every 10 seconds.


64.4 DPS.


Show me the combat profession that has that low DPS. Novice Marksman with a CDEF is worse...but just barely.


Rifleman bleeds, even with the new resists, are bigger than those poisons! Rifleman can headshot without stopping, and run away. In order to stack poisons and diseases, the combat medic must be still for at least 8 seconds while in range. With no inherent defenses built in, if the enemy has any combat skills, he should be able to kill the CM.


Don't have much time, but I felt that these were the most important points that the nerf-criers have missed.



--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Vargos
Fri Feb 27, 2004 9:54 am
#35

bravo bravo. Now go to the BH forum and post an anti-nerf thread for jedi!



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Vargos
F*ck Darwin, I AM Natural Selection
RIP Alexandre Roi, Troteg Gato, Spike Spiegal, Dellenia Faeyed, Calais Firethorne
Un-Ban RiseFM
Adam723
Fri Feb 27, 2004 10:08 am
#36



16. BE's are mentioned. Squadleaders are mentioned. Fencers are mentioned. CM is the only class i can find NO, NONE, ZERO, NADA, ZIP, ZILTCH, references to at all.



Do you want them to remove the profession completely?


Happymob
Fri Feb 27, 2004 10:41 am
#37






Adam723 wrote:


Do you want them to remove the profession completely?





I suspect that he does. I suspect a darker motivation behind many of the nerf calls than merely wanting a "balanced" PvP system. I suspect that many people merely want to PvP in near god mode. Defense stacking, for example, allows for that sort of gameplay. Until they come across a combat medic, that is.


Many people naturally want to remove any profession that their particular template can't adequately deal with. Never mind the fact that there is a profession that does deal with it completely (doctor, at least on a 1-to-1 basis). If they can't counter it personally, they want it gone.


The problem I see with removing CMs (or effectively removing them which an AOE cure or 75% damage nerf would do) is that it removes one whole method of damage from combat. What we are left with is then easier to gameplan against. This appeals to many people. But it sure seems boring to me.


I want us to move in the opposite direction. Create even more unique ways to deal damage. Make commando grenades truly useful for area damage, for example. We can make the system balanced through addition as easily as we can make it balanced through subtraction. If we do the former, we end up with a richer combat system rather than a more boring one.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Xytroncore
Fri Feb 27, 2004 10:41 am
#38






Gobson wrote:
I know that, his AoE's A's are 600 or some insane number like that








I needed a good laugh...seriously, Adv AOE A's have an effectiveness of like 45 lmao




_________________________________________________________
Manimal : Gunslinger
Asuph
Fri Feb 27, 2004 12:40 pm
#39

Your arguments about CMs having low damage per second, are simply wrong.


In4 seconds a CM can effect 1 pool for damage every 10 seconds.Lets say he gets 2 aoe poisons before he dies.Stop your calculation there. BUT.... Even though he is dead, his poison isnt. It will contuinue to tic for the duration of the DOT, for say 500 a tic, to multiple targets, usualy atleast4 in a raid.


Thats about400 DPS without even being alive, or in the battle any longer. Usualy this damage is to the mind pool, which cant be healed. If the battle lastsone minute, and the cm doesnt even go back, he has done 24,000 DPM, or in the 8 seconds it took him to throw the poisons, 3000 DPS. That is with a poison that lasts only 1 minute.


The problem is, one CM can effectively destroy and attacking force 10 times his own force's size. This, in itself is unbalanced. It incourages CM zerg'ing and CM Greifing.


Ignoring somone with valid arguments, is not a good idea. Its best to help resolve game issues as theyeffect gameplay, rather than calling them a nerfherder and contributing nothing.


Show me a rifleman who can do 3000 DPS for a full minute.


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