Combat Medic Archive
Thread: (vortexala/devs) Combat Medic Revamp proposal to bring some fun back into the profession
DarthVillanus wrote:
- Give cm's an accuracy line! A cm being able to hit a player 100% of the time is unfair to rest of the professions that have to take into account accuracy. Make poisons have range modifiers just like weapons.
Message Edited by TsunamiKata on 07-26-2004 07:50 AM
TsunamiKata wrote:
Let me just chime in with some thoughts.
There are currently 6 different subcomponents to Combat Medic and then an additional 6 subcomponents for Stims.
There are currently 6 different disease types broken down to A, B , C, range and single variation.
There are currently 3 different types of poison broken down to A, B, C, range and Single variation.
There are currently 2 different types of stim packs, area and range which are broken down to A, B C for area, and A-E for range.
What you're proposing is to create additional 20+ different craftable items for Combat Medics.
No thanks.
Message Edited by TsunamiKata on 07-26-2004 07:50 AM
I was giving suggestions for new types of poisons and disease. However many would end up getting implemented is still up in the air.
Interesting way to redo poisoning, I think. If docs are supposed to be cm counter, I thinkpoisoning statsmakes that even more clear. We put it on, they take it off. Not entirely I agree with all of it completely, but I think it's a good start in maybe restoring the profession soe so blindly handles.
Chianti wrote:
I'll try and be brief and to the point, since nobody wants a novel.
Our profession is at heart a healing profession. We are a support class that is meant to ADD benefit to a group with our abilities and meds. Unfortunately, with the broken combat system, highly skilled crafters can create obnoxiously strong venom enhanced poisons that quite literally take the fun out of our profession.
We've become the 'win' button in most raids, and we've lost sight of the fact that we're supposed to be healers at heart. Healerswith the ability to ENHANCE combat for our raiding group. Throwing a poison that can annihilate massive armies at a whim takes the fun out of everything. I dont enjoy playing combat medic anymore because it requires no skill, and we get bashed on more than anyone else.
So I propose a radical revamp to the concept of poison and disease to make our profession fun, restore our support role and bring healing back to the front. To outline:
- Remove the ability for poisons and disease to affect base ham.
Instead of poisons and disease taking away ham at a steady rate as if being attacked (we're not an offensive profession, people), make poisons tailor made to SUPPORT YOUR GROUP. Different poisons for different enemies and different groups you raid with.
- Add STAT based poisons and diseases
Having poisons and disease effect stats will naturally take away the 'win all' button venom has given us, but it could potentially make us even more useful than we are now (not useful at all, just the win all profession). For instance, we could add the following poisons:
- Ranged defense poison (drastically reduces the ranged defense of the group it is applied to)
- Melee defense poison (drastically reduces the melee defense of the group it is applied to)
- Attack speed poison (increases the dely experienced between attacks)
- Accuracy poison (decreases accuracy of the group it is applied to)
- Damage poison (increases damage taken)
- Temporary food debuff (slowly debuffs the effects of foods until the poison is cured)
We could also add diseases (potentially uncurable, but only last x duration)that have the following effects:
- Battle fatigue disease (increases battle fatigue gradually
- Entertainer healing disease (prevents entertainers from healing your BF or mind)
- Food disease (prevents food buffs from taking effect after it's applied)
There are endless ideas that could make the profession super fun, and could make ORGANIZED parties with knowledgeable cms true foes. For instance, if a group is heading into an attack where we know a ton of melee classes will be present, we might want to decrease their ability to defend against ranged attacks so we can clear them out before they have a chance to hit. Or, knowing we're about to be attacked by a LOT of ranged classes, we could throw an attack speed/accuracy poison to give us more time to fight back before getting mowed down.
I'd love to get some feedback, and also some ideas for diseases and poisons that I missed!
DarthVillanus wrote:You could also add in things in place of poison/disease such as:
- Single and area Dizzy packs. Makes it so a cm can dizzy players.
- Single and area Intimidate packs. Makes it so a cm can intimidate players
- Single and area Blind packs. Makes it so a cm can blind players
- Single and area Stun packs. Makes it so a cm can blind players
- Give cm's an accuracy line! A cm being able to hit a player 100% of the time is unfair to rest of the professions that have to take into account accuracy. Make poisons have range modifiers just like weapons.
This would be a real good start at making cm a "support" class. Anything is better than the current poisons/diseases we have now.
Message Edited by DarthVillanus on 07-22-2004 10:40 PM
I think we do have a hidden one because i threw one before and it said i missed. I was a novice but still there is something there.
Message Edited by saxmahoney on 08-01-2004 10:30 PM