Combat Medic Archive
Thread: Combat Medic Issues List: Submitted to the Devs
Page 4 of 4
MataHairy
Mon Oct 25, 2004 6:26 pm
#40
A few comments here:
My biggest issue is that withthe changes in the profession, and the state of buffs, combat medics are no longer battlefront healers - doctors are. Perhaps a combat balance buff nerf will maek our area stims and ranged heals essential again, we shall see. I am still under the opinion that area cure poison and disease should belong to the combat medic. GIve us an area fireblanket while you are at it too.
Some other issues I see:
1) The way area stims work - did you ever notice that the area effect radiates from you and not your target?
2) The way disease works - it should be a steady tick and not escalate with increasing BF.
3) Loot rights - DOTs have no contribution to loot rights. So if a CM's poison ticks something to 1 health and someone else takes the last shot, that person will get loot rights.
Kavedawg
Mon Oct 25, 2004 6:32 pm
#41
Kassuff wrote:
I tried to check this on the Allakhazam charachter builder, but it's not workin for me.
I would have thought skill points, or lack thereof would have made this list. Being unable to master combat medic and a melee profession was one of my biggest pet peeves the four times I went through CM.
I think just prior to SWG launch they dropped available skill points across the board, there were too many concerns about overpowered character templets. I believe 50 skillpoints were removed from the available pool for all players, although I could be mistaken on just how many skillpoints were dropped
Bibihest
Wed Nov 10, 2004 6:51 am
#42
My point exactly, MD are useless in a battle. In order for them to be proficient in a battle, they are combined with CM. That is what I play, MD/MCM. I can care less about poisons or diseases. I play both professions to keep my group alive. MD for buffs before the battle, MCM for the area heals, and MD again when a member dies so I can rez. That is the only reason a MD is needed in a battle is for the rez. And where are the MDs, in front of starports charging high end costs for buffs. You never find them in battles. This is why I say MCMs need rez in their tree. MDs are seldom found in battles because single heals are pointless when there is a large group. That is why when you find a MD in a battle, (s)he is usually a combo of both MD/MCM so (s)he can do both as a support for their group.
I dont think u know every doctor on yourand other servers.. Sure, alot of docs give buffs and so do I, BUT u never find 50 docs in your starport. Now maybe the rest is out doing missions or helping their group. I have been in many groups and healing people in battles. So dont think all MD are like that just becuse u know one or two of them..
Brainplay
Sun Nov 14, 2004 3:29 pm
#43
You also forgot about the absorbtion faction on resist C's. Each time a poison ticks the % abosorbed is taken away from the effectiveness. This happen every tick. Cascading would really nullify CM DoT's altogether.
somerandomuser wrote:
hrmm.. that gave me an idea..
how bout cascading DOT's?? (similar to shaman epic DOT for all you EQ players)
low initial tick..
higher damage secondary tick..
higher still 3rd tick.. etc etc
something along the lines of:
1,2,4,8,16,32,64,128,256,512,1024,2048,4096.. etc
and have it stop increasing when it reaches the effectiveness that it would normally have..
so a 200 eff poison would run something like this for MCM..
1,2,4,8,16,32,64,128,200,200,200,200,200,200 (continue till duration)
Kashima
Fri Feb 11, 2005 8:51 am
#44
ok, someone said something about getting deffencive mods, how would this play into the CU when you can't stack deffenses? Would that maybe be an exeption?
I was a master combat medic but because of the overwhelming amount of skillpoints required I had to drop down to 4404 to pick up master fencer so that i could actually do something in both PvP and PvE. Perhaps something could be done about skillpoints.
Overall I like the ideas. My hope is still to throw fire but what are the odds :\.
Thanks for the info though, overall good list.
I was a master combat medic but because of the overwhelming amount of skillpoints required I had to drop down to 4404 to pick up master fencer so that i could actually do something in both PvP and PvE. Perhaps something could be done about skillpoints.
Overall I like the ideas. My hope is still to throw fire but what are the odds :\.
Thanks for the info though, overall good list.
LV1
Tue Feb 15, 2005 10:33 pm
#45
Tucari says,
"I disagree. Rez Packs should belong to the MCM. Where are the MD when it comes to being rez'd.The only MD in a battle or fightare a combo of MD/MCM because of the rez, range healing, and buffs. Doctors shouldn't have this ability because there is a time limit to being rez'd before you have to clone. MD are useless in a fight or battle and (s)he is never there when you need them. Currently the only purpose they serve are charging high-end costs for buffs in front of starports.
When was the last time that you were out on the frontlines with a Doctor beside you? It doesn't happen. Your medic/corpsman are your "Docs". They are your lifesavers. Doctors are in the background in Battalion Aid Stations, Fleet Hospitals, etc, not in the midst of battles."
Well sir this is just untrue many Master Doctors are out there in the fight my self being one. Being able to master Doc and a Combat profession is why I dropped MCM in the first place, and MD MCM is the most useless combo on the server unless you only group which isn't always an option. That is where CM's get screwed they really can't climb a combat pro and still be able to save money on resources. ie artisian and scout is required to do this. If you go Doc to like I did you can only pick up more line in the Marksman, Carb 4 didnt cut it either.About the Drag how do you increase the range are you using the force to bring them to you come on you still have to grab theguy. I never crafted many things as I was only a MCM for 2 days before I dropped it. I still have some top quality disease and poisions left that I bought from stim city if anyone is intrested. This profession requires alot of support for friends guild whatever to do it maybe that was the DEV's where thinkingwith the skill points. If your a solo player I don't know why you would try this at all. I dropped TKM all the way to try CMC and was very dissapointed so back to my original kicka** but all to familiar pallet of MD TKM these are the tanking doc's on the front line so dont say we arent out there in the fight. Doc's have to take a break from the routine of Buffing to go out and kill things too. So if you want to fix this Profession ........
1. XP XP XP XP XP everyone else gets it why cant they? ( this should be all Combat XP like Grenades are) that should make up for all the past neglect.
2. You have to let them put out fire to come on anybody that is with you can throw a blanket on someone.
3. DOT sales would boost the CM's wallet alot everybody wants them
4. They should all so raise stats like a Squad leader does on poision and disease resistence and apply them not cure them thats a doc's job along with the rez. If you have to rez someone you didnt do your job. 
Thats all I could think of so listen to the crys of the Tax payers of the SWG world DEV's and start making some changes.
One more request fix this spell check to work like it does in Word dont just Highlight fix them to, so I dont look so bad. /thank
BioEngine
Tue Mar 01, 2005 3:06 pm
#47
MY issues:
Resources should not be limited to planet specific, because they are also restricted by the number of different types of resources within that category. The stats are too variable for this to be countered at some times other than hoarding all of a great spawn to use when there are only the low OQ stats coming up.
Our damage should be determined by a percentage of the opponent's stats, not by the items placed into it. A good poison should be able to kill anyone, given the time. Example:
I throw a Health poison B at a Meatlump NPC. Hishealth stat is at 1000, and my poison has an effectiveness of 50% after experimentations. It should, therefore, damage 50%, or 500 points, of his health before its damage ends.
(This would allow the damage to be balanced against any characters regardless if its pvp or pve, but I know the concept needs more tweaking because of Challenge Ratings and whatnot.)
Our damage should be included in the rewards of faction points. Either this, or we should not be as expensive to master so that we may pursue another combat profession without having to gowith gunsor become a Jedi. We can't help our cause if we can't defend ourselves!
My input.
Rabideko, almost Master Combat Medic (1 crafting skill box to go!)
Page 4 of 4