Combat Medic Archive
Thread: They gave Doctors area cures?
MissileToad wrote:
vortexala wrote:
Someone posted on the Doc Board: AoE Cure Pack
Those are nice ingredients. Dispersal Mechs needed, and specific/rare ingredients like poisons and diseases.
Okay, next questions! Strength andAoE size... they should be good but not equal to poisons/diseases, we're not trying to completely nullify CMs here. Man I wish we could instantly master stuff on TC to help test...
(oh, and that's some cool new artwork in the screenies!)
Theos_Robos wrote:
vortexala wrote:
Someone posted on the Doc Board: AoE Cure Pack
Yay! 'twas me!
Well the artwork for the new packs looks cool as hell
Renairdor wrote:
Actually, it appears to be the 'perfect' solution. CM and Doctor each use mind. The CM can lob area poisons into groups, the Doctor has an area cure- I'm expecting up to 30m radius.
I suspect that they've overdone it. You are right in your conclusion that a single doc can now effectively nullify a single combat medic. But that doesn't account for the following:
- Doctors are now more valuable than combat medics (buffs, state heals, better wound healing, buffs, and revives are worth more than area/ranged heals and mind heal). Yet doctors cost 29 skill points less.
- It is now possible for doctors to prevent 100% of a combat medic damage before damage occurs. No other profession with offensive skills faces a complete nullification of all of it's offense.
- Assuming that havla can be used on these area cures, a single doctor can now effectively nullfy multiple enemy combat medics. It's not even a 1-vs-1 balance.
I am completely ok with point blank area cures in principle (though I still would have preferred better food, spice, squad leader skills, etc to add different types of defenses). I think doctor is the appropriate place for them (otherwise CMs would be more powerful, and not less). What I disagree with is giving them a huge area of effect. If you really want to increase tactics, make the area of effect fairly modest, forcing the group to decide whether to bunch up and gain the protection of doctor cures or spread out and gain protection against traditional AOE attacks. If docs get 30m area, they effectively get defense against both.
If my assumptions about this change are correct, they have just made combat medics worth less than 169 skill points. The combat rebalance may change this (since damage healing should start having real value again and CMs are by far the best damage healers), but in the meantime, we may be gimped. Oh well. At least it should chase the FOTMers out.
It's a point blank AoE Cure. The Doctor still needs to be in the 7m range to be effective with it."
Really? What other AoE effect did docs have before this? Yep, you're right--none. Ranged AND AoE are CM, high-power healing (PB) and buffs are for docs. That's why I think they should get innoculations, but nothing with AoE or range. By this logic, we'd get ranged buffs. For some reason, I don't think that's going to happen.
SolSpur wrote:
Someone posted on the Doc Board: AoE Cure Pack
This is not good.
- First off its using our dispersal mech meaning it could possably have an aoe radious equal to our poisons (speculation at this time).
- Second it uses bios which can easily be replaced by janta blood.
DM can be replaced with Rancor bile as well. Plus there is lootable 250 power ALS available too.
Message Edited by DarthVillanus on 07-29-2004 02:32 PM
Templar1865 wrote:
"Ranged is the turf of a CM, not AoE. Using this logic why does a CM have heals, since doctors are healers? Now if it was a ranged AoE cure, I would agree with you, but it's not.
It's a point blank AoE Cure. The Doctor still needs to be in the 7m range to be effective with it."
Really? What other AoE effect did docs have before this? Yep, you're right--none. Ranged AND AoE are CM, high-power healing (PB) and buffs are for docs. That's why I think they should get innoculations, but nothing with AoE or range. By this logic, we'd get ranged buffs. For some reason, I don't think that's going to happen.
Which other professions have AoE abilities?
Any combat profession (now Doc has one)
What cures did CM ever have?
None
Can a Master Doctor make DMs?
Currently No (Doctor must have a CM to make one of the subs)
Can a MCM make LS, BEC & CRDM?
Currently Yes with 5 experimentation points (CM does not need a Doc to make Ranged/AoE heals, but using a Doc crafted subs improves there heal base)
Why does Doctor State Cures have range component (which does not work)?
Templar1865 wrote:
"I have a guy on my server that has a set of legendary 2500 tick poison. Groups of 20, 40, or even 60 can't touch this guy because they die too fast. I've had many base raids ruined by suicide CMs because the docs couldn't keep up. "
Ad, your problem is about the crafting system, not the CM profession.
Rare loot drop components used in that poison. Remember nerf them, devs might nerf uber loot items for other things, like Krayts.
Templar1865 wrote:
"1 Star me because you know its true. I bet it really pisses you guys off that you suck in PVP now...doesnt it?"
First of all, watch your language on the boards. Secondly, if this change makes CMs "suck" at PvP, then it was an unbalanced nerf, wasn't it?
My alt is neutral and does not PvP. It does not nerf a true MCM in PvP. Many only choose the profession for the poison/disease. My alt is generally used for PvE raids vs. high level mobs for her healing ability.