Combat Medic Archive
Thread: Combat Medic Issues Thread: Data Gathering
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awthtem-xour
Fri Mar 12, 2004 11:40 am
#27
all in all.. a good list. i still think the whiners would best be taken care of by ONLY reducing mind dmg (unhealable btw) by some %.
awthtem-xour
master cm
TheShrak
Fri Mar 12, 2004 12:52 pm
#28
1. Interdependency: CMs(medics/docs as well) have a lot of interdependency upon other profession, with little to no reliance of others upon them.
One thing i would liek to see is the addition of some sort of survey ability for medics. We are to reliant on other professions to make our crafts. Artisens and scouts aren't dependent on us for anything. At least give us the ability to be able to find resource pocets on our own.
2. Money: CMs have a hard time earning money. Destroy missions do not scale at all as you advance within the profession, and there are no 'Medic' missions available at all. CMs also don't have any meds they can sell to a wide playerbase the way Docs do with Buffs and B-Stims.
Personally with all the CM dablers out there that either just go up the use line or get all but the crafting line there is a market for CM's to make money selling stims. I hardly see a week go by that there isnt a post with someone asking for aCM shop.
3. Resources: CM resources are very rare and, when they do deign to spawn, have abysmal stats.
PersonallyI like this the way it is. While i am new to the profession and do not have that great of resources at my disposal. I wouldnt want everything handed to me on a silver platter. Being able to make great products is what seperates the older cm's from the new ones. This shouldnt be a profession where you can just master in one day and make products of eqal quality to thsoe that have been it for months.
4. No Incap from Poisons. Some would like this changed back to the way it was.
Please don't change it back. with the removal of defense stacking there is no need for a poision to incap someone.
5. Faction Points. We would like FP for utilizing our skills.
I have to agree here. If we doa share of the damage we sould get a share of the faction.
6. Cures vs Poisons/Diseases. Cures seem to be more powerful then their counterparts.(testing can now be done by us in regards to this issue)
7. Flamethrower/On Fire Cure(Docs got this one)
Its's fine as it is now with doc's being able to cure it.
8. Usefulness of Disease needs to be examined.
PersonallyI think things are fine the way they are. While i would never use them in PvE The fact of bing able to drop some wounds on players in battle is just fine.
9. PvE damage needs to be examined.
I have to disagree on this one. While the poisions themselves dont do much dps in PvE It is more damage in addition to the other combat profession you have chossen. 50-100 dps might not seem like much considering mobs can have over 10k ham but that ammount is also added to whatever damage you are doing.
10. Healing while mounted
No, Healing while mounted woud just add more grief to the game than good. It's not hard to jump off a mount and heal and if your at the point where you despretly need a heal or you will incap/die your probably allready dead anyways.
11. DoT Duration vs Tick Intervals needs to be examined.
PersonallyI think it's fine the way it is.
12. Experimentation:Full experimentationon CM Stim components is desired.
This all stems from the fact that our sub components are med experimentation instead of cm experimentation. It requires us to either become a doctor to get the full potential out of our stims or rely on a doc to make our sub components for us. Maybe instead of cm stims using med components, ranged med sub componets can be added into the game.
13. Increased Range for /mindheal
PersonallyI think the whole mind heal ability needs a revamp. While everyotehr cm'sabilityis ranged and we can stand in the back of battle to mind heal we need to get next to the person and use it. Also The mind costs on this ability alone make it not that much of a usefull ability for the heat of battle.
14. Damage Mitigation of some form for CMs
While fighters learn to defend themselves with mitigation against the style of fighting that they themselves have mastered, melee defend vs melee and ranged vs ranged. CM's sould get some form of resistance against disease and poison. Being as Master CM and crafting poisons and diseases all the time it sould only be natural that we have some sort of amunity built into the profession. Maybe have it on the crafting line or better yet only for masters.
The Bug List:
1. Range
2.LOS
3. Z-Axis
4. Damage DoT+Wound DoT=Incap
All these bugs need to be addressed in one way or another.
Schiller
Sat Mar 13, 2004 8:42 am
#29
Cures are equal to poisons. I can only get rid of poison in one shot if i use cures made with perfect resources under perfect conditions and experemented full to effectiviness.
Otherwise it takes me 2 or 3 times to cure.
Bamboozle
Sat Mar 13, 2004 10:06 am
#30
1. Interdependency: Agree. We should have full experimentation on the components for our own stims.
2. Money: Sort of agree. It works for those who have a vendor, at least.
3. Resources: Sort of agree. The CM resources should be rare, IMO, but not ridiculously rare.
4. No Incap Disagree.
5. Faction Points. Disagree. FP is not that big a deal.
6. Cures vs Poisons/Diseases. Disagree, unless we get severely nerfed, poison cures should stay the same.
7. Flamethrower/On Fire Cure(Docs got this one) Doctors should have this one, IMO.
8. Usefulness of Disease needs to be examined. Agree. Frankly, I think removing disease from PvP would be a good idea.
9. PvE damage needs to be examined. Agree, and along with that the poison resists of some higher level MOBs.
10. Healing while mounted Disagree. You can't do any other special moves while mounted, I don't see why healing should be allowed.
11. DoT Duration vs Tick Intervals needs to be examined. Agree.
12. Experimentation:Full experimentationon CM Stim components is desired. Strongly agree.
13. Increased Range for /mindheal Agree.
14. Damage Mitigation of some form for CMs Hmm.. All depends on what the devs have in hold for us. I wouldn't trade a severe nerfing of poison damage for damage mitigation.
And one of my own:
15. The Throw Animation Can we PLEASE have this removed, at least for ranged stims? I can see the point of it when throwing poisons, but as it is, a doctor is often a more effective healer due to this stupid animation that makes us stand still for five seconds.
Bamboozle
Sun Mar 14, 2004 7:35 am
#31
Forgot one:
Request to remove spider poison from the game - Many CMs feel that the introduction of spider poison was unnecessary. We do not want the best poisons to be made by the best cave campers, but by the best crafters.
krais99
Mon Mar 15, 2004 10:12 pm
#32
Bamboozle wrote:
Forgot one:
Request to remove spider poison from the game - Many CMs feel that the introduction of spider poison was unnecessary. We do not want the best poisons to be made by the best cave campers, but by the best crafters.
Amen to that. Our poisons are powerful enough as is, there's absolutely no reason to have a drop that allows us to take down an entire mind bar in 1 shot. Should never have been put in game..
TaeRocko
Tue Mar 16, 2004 1:59 pm
#33
The Issues List:
1. Interdependency: I would like to see our subcomponents be part of innoculation schematics doctors get
2. Money: Indifferent, I've never tried to make money solely as a CM
3. Resources: Other crafting professions have rare resources. I think rare resources are one of the things that seperate the veteran from the rookie CM's
4. No Incap I think this would make us a bit too powerful...also it's an issue that would probably be better addressed after the HAM changes
5. Faction Points Indifferent
6. Cures vs Poisons/Diseases. The strongest cures should be stronger than the strongest poisons...otherwise it would be tough to call them cures at all
7. Flamethrower/On Fire Cure It should be a doc skill
8. Usefulness of Disease Doesn't need to be addressed in PVP, buit it does in PVE
9. PvE Damage needs help here
10. Healing while mounted Shouldn't have it
11. DoT Duration vs Tick Intervals I'd like these to show up on the packs and also be experimented on (duration is already, but I think tick intervals should be experimented on in the same bar as potency - it would add some variety to different CM's)
12. Experimentation: Full experimentation I'd rather CM's be dependent on subs for stims and docs be dependent on CMs for subs on innoculations (see #1)
13. Increased Range for /mindheal yep (with the addition of blue milk, this severely lost it's effectiveness. For a skill so high in the class, it should be more effective
14. Damage Mitigation Don't think we should get any mitigation or melee/range def. However, I think CMs should get very high state defense mods. We are closest to the cure state skill (aside from doctor)
The Bug List:
1. Range Agree, should be capped at 64 m
2. LOS I think most of this is due to AE attacks...our target (person A) has LOS, but person B who is in the splash area does not have LOS. That being said, I've always had to have LOS to the person I am targetting, so I'm unsure as if it is a bug at all
3. Z-Axis I see our AE attacks as airborne poisons/diseases. They should be effective on the Z-axis
4. Damage DoT+Wound DoT=Incap Indifferent
I would like to add that I agree spider venom should be removed from the game. Give the crafting skill back to the crafters.
Also, I would like additional schematics that attack a target's defenses (range/melee defense, dodge, counterattack, etc.)
-Tae
Message Edited by TaeRocko on 03-16-2004 03:02 AM
CaanonWeathers
Thu Mar 18, 2004 4:53 am
#34
I love all this constructive thinking and criticism! Keep the juices flowing, guys!
GuardianHawk
Fri Mar 19, 2004 3:07 pm
#35
I would like to add my thoughts on mounts.
I really think that ranged stims and area stims should be able to be used while mounted.
I think this would help the CM profession by giving the CM a bigger advantage in the field over Doctors. As it is now Docs can heal in the field too, they just need to be closer. Giving the CMs the ability to ride and heal would help separate the classes some in that area.
I do believe that this would help the PvE aspect of CMs. But some limits should be put on for the sake of PvP. I would say that using chem weapons (poison/disease) is simply to dangerious to do while mounted so it isn't allowed.
There has also been talk in the Doc group to allow Docs to heal themselves while mounted as a saftey measure since they are often poor at combat. I think this would also make sense. If you are on a mount you can reach yourself but can't reach over and help someone else. And CMs can throw their ranged heals anyway so they can throw thier healing darts from a mount.
The other issue that is important to me is resources. Being a CM is expensive as it is. We don't need to be fighting to resources that are so rare that they become crazy expensive like is happening now. We need supplies to do our thing. Hey even in a war zone humanitarian supplies get through. 
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