Combat Medic Archive

Thread: AOE Cures for AOE poisons

Peleas
Tue Sep 09, 2003 4:54 am
#40

Here's another little tidbit.


http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=499120&page=9


Please note Ily'a's post at the bottom of the page. Those poor 1 trick pony doctors gunning for a mind heal now too, whats next, enhance mind D buffs?

Diggner
Tue Sep 09, 2003 6:22 am
#41

Bob what you want is becoming UO all over again. Whoever has the most medpacks wins the fight. Those of us that DID PvP know what I am talking about. I liked the idea that some special moves kill whether its eyeshot or commando or whomever. It is almost like rock paper scissors that there is a counter for everything. If everything ends up in the health/action bar those with the most part those that carry the most stims/doctors will always win the war. What would be the use of CM if they get AOE cure? I can see the fight go like this:


CM throws poison at a group of 5


Doctor A throws AOE cure


5 guys fire at CM CM gets 8k damage (no chance for doctor to heal him)


Doctor Auses stim E one guy healed (if he even took any damage)


So we die for what now? Quite a sacrifice for a skill that now becomes useless dont you think? We are trying to get some combat back in combat medic and you are trying to get to be our counter for our ONLY 3 attacks.







**Lliam ORE TRAC** ~Lliam's Drop off -123, -5684 ~ ~ORE TRAC 2 Locations in South Coronet Mall -100 -5760 ~

HotShotPilot
Tue Sep 09, 2003 6:59 am
#42

I don't feel that the AOE cures are the answer. Doctors rule in their area. You don't see players resisting revive? The poison AOE C's are ruff but you need to see what it takes to make them! And how hard it is to become a Master CM.


Now I do have a suggestion that would help counter the poison. Give Doctors say a Inock kinda like a flu shot. Given prior to combat adds to the players resist chance. Of course this would be for 1 stat. So you might have to do it 3 or 9 times to cover a player or pet. This of course would require the doctor to do prior planning.


If the Dev's decide on a AOE cure it should be in the CM line!

c0bra
Tue Sep 09, 2003 11:00 am
#43

I hate to agree with Peleas but I think he's right. From the posts of those docs it seems like their agenda is nothing short of a godlike healer class who can prevent any type of damage from mattering at the offset and prevent any type of received damage from hurting players more than they can deal with.


Not only would healing mind damage screw CMs, it would screw riflemen as that is the only type of damage they can do with their specials. They already have enough problems with accuracy, range, melee and weapon issues; why heap another on their plate?


On the other hand it does seem kind of unfair that all a CM has to do to kill a person is get a mind poison to stick (good luck getting ANY poison to stick) and then it's a inevitable one-way ticket to incap.


I don't really have a solution but I'm sure letting doctors make their friends invincible is not the answer.




whiskey tango foxtrot
rlivings
Tue Sep 09, 2003 11:06 am
#44

I got tired of reading the posts so forgive me if this has been mentioned before but what about a cure incapped skill? Something that will require expensive components and uses alot of mind but it raises someone from their incapped state. Yes poisons are still active but from my understanding there is a break before it starts up again if you havent been dbed (diseases is another thing) so you have time to get cured, run or attack.
PsionicHawk
Tue Sep 09, 2003 6:50 pm
#45

Holocron said:


"We did not catch the medic exploit until too late, so we removed the mind pool heal from them, without creating an alternative. Mind is not supposed to be the determining factor in a combat."


This is not a CM issue. It is an overall gameplay issue. You want to change the mind damage a CM can cause? Sure, just do it to everyone else also. Anyways The quote was refered to HEALING mind damage, not causing them.




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Heltain
Wed Sep 10, 2003 1:48 am
#46

No, Doctors should not receive any heal for Poison/Disease before Combat Medics got their review.

1) our damage dealing capability in PvP is far worse thant that of any other profession.
2) our range is far worse than those of other professions
3) poisons are far to weak for PvE
4) no other profession has to invest so much gametime to make it's weapons that aren't as good as anyone elses.
6) if the ressource doesn't spawn we can't make out weapons

I really don't see why we should get a nerf before we got our review, because the nerf changes tend to stay even after you got a review balance.
c0bra
Wed Sep 10, 2003 7:57 am
#47

Hold on a minute skywalker, I'm having a hard time following your logic.


What you're saying seems to show that you feel since AOE heals is the realm of the CM and poison cures are the realm of the doctor, doctors should be given the upper hand and have AOE poison cures. Well sorry, but that is obviously stepping on the CMs toes, just like giving the CM the ability to heal poisons would be stepping on the doctor's toes. CMs have their skills and doctors have theirs.


Why should poisons be dealt with differently than any other type of damage. Doctors have to be near their patient to heal regular damage, but a character can take regular damage quite a bit faster than poison damage. You're not calling for doctors to have AOE heals. Doctors and medics have to be near their patient to heal bleeding, but you're not calling for AOE first aid.


Players run the risk of being incapped or killed in battle before you get to them due to ANY kind of damage, bleed, poison, or regular or fire or WHATEVER. I don't think there should be a special case made to counter a particular class, making it weaker than others.




whiskey tango foxtrot
skywalker007l
Wed Sep 10, 2003 12:33 pm
#48

Hold on now, just because doctors have some abilities already, that doesn't mean they can't have one more. The whole idea behind the combat medic/doctor professions is that they are supposed to neutralize each other. Giving a doctor an AOE cure pack is NOT stepping on the combat medics toes, it is simply evening the bettlefield, which means having an effective counter to your poisons/diseases. (gasp!) As a master doctor, even my disease/poison cure pack c's can't cure poisons/diseases with one shot, which I, as a master doctor, should be able to do. If anything, restrict the AOE cures to master doctors only, to keep those doctors who only want the revive ability from effectively countering your poisons/diseases. On a similar note, master doctors whould also have the ability to increase resistence of battlers to poisons/disease.....I know you say that poisons already fail too often, but being able to keep throwing poisons at someone even after they get cure is just unfair. If not an "immune booster", than at least give the cure packs timers, setting a time until the patient can be infected again.



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

Melampus
Wed Sep 10, 2003 4:44 pm
#49






skywalker007l wrote:
Hold on now, just because doctors have some abilities already, that doesn't mean they can't have one more. The whole idea behind the combat medic/doctor professions is that they are supposed to neutralize each other. Giving a doctor an AOE cure pack is NOT stepping on the combat medics toes, it is simply evening the bettlefield, which means having an effective counter to your poisons/diseases. (gasp!) As a master doctor, even my disease/poison cure pack c's can't cure poisons/diseases with one shot, which I, as a master doctor, should be able to do. If anything, restrict the AOE cures to master doctors only, to keep those doctors who only want the revive ability from effectively countering your poisons/diseases. On a similar note, master doctors whould also have the ability to increase resistence of battlers to poisons/disease.....I know you say that poisons already fail too often, but being able to keep throwing poisons at someone even after they get cure is just unfair. If not an "immune booster", than at least give the cure packs timers, setting a time until the patient can be infected again.




Can we say GREEDY?


you can'tcure poisons in one shot?....well BOO HOO...omg think about bleeds...every weapon has a bleed shot. I"m a master combat medic you know who many /firstaid I have to do to cure bleeds sometimes? give me a break


Increase resistance..A 2% increase would mean I'm about 500x less effective.


being able to keep throwing...GOD i'd love to see that.....lets see...it takes time between throws what abuot 8-10 secs minimum at master lvl...plus it takes MIND to throw it...all this while getting shot which means you have to decides to heal your self or throw poison...it's one or the other since it's on the same timer.


you can not Dabble in CM and be effective...yet can get only 2 boxes in Doc field before you can cure poison....come on...give us a break...besides Healing Mind damage which occures mainly in PvP and PvE should be something a COMBATmedic does...if you want to heal mind as a doctor I suggest you look for artisans Surveying because when it comes to fighting Combat medics should be the ones to rely on.



Apollo


Kauri

skywalker007l
Wed Sep 10, 2003 5:26 pm
#50

Can you say WRONG? I am sorry if your class has not had its review, but the doctors job is to CURE. At the present moment, even our highest disease/poison cure pack C's can't even cure poison/disease all in one shot. And your wrong about doctors only needing 2 boxes to cure disease/poison because to even have a managable CHANCE of curing you NEED cure pack c's, which can only be used (due to high medical usage needed) by a master/lvl 4. medical knowledge doctor. An AOE cure pack is NOT stepping on the combat medics toes, first off because they have AOE stims and poisons/disease, they are not meant to AOE cure...doctor's realm. Also, I am not saying the range should be large, it should effect maybe all in a 15-20m range, nothing big. You say the doctor would be devastating to your class...well HELLO! we are supposed to NEUTRALIZE each other. You poison us, we cure it. I hope you stop crying about your profession and realize just becuase you guys have problems evry other profession does too, whether small or large...you guys are not the only ones the game has to revolve around. Yes, your class needs significant changes, but that doesn't mean a little fixing of the doctor class shouldn't happen.
P.S.- who is talking about healing mind melampus? While we are on the subject anyway, entertainers should get the mind healing, not combat medics.



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

Gimptacular
Wed Sep 10, 2003 5:40 pm
#51







skywalker007l wrote:
they are not meant to AOE cure...doctor's realm. Also, I am not saying the range should be large, it should effect maybe all in a 15-20m range, nothing big.



1) Last time I checked AoE stims were the combat medic's realm. Though of course I could be wrong


2) I'll assume you mean 15-20m area of effect, and what a coincidence, that's how a fully experimented poison pack effects. People are crying to nerf that- yet it's "nothing big" for a cure?


Sigh. If a single target poison cure is higher quality than the poison pack it SHOULD cure in one shot. I've got zero problems with that. But doctors have no aoe abilities. AoE stims (in bothheal and harmvariety)are a class defining ability of CMs. We're not asking for any of your stuff. Leave ours alone.





Olriech
www.phank.com
Melampus
Wed Sep 10, 2003 6:21 pm
#52






skywalker007l wrote:
Can you say WRONG? I am sorry if your class has not had its review, but the doctors job is to CURE. At the present moment, even our highest disease/poison cure pack C's can't even cure poison/disease all in one shot. And your wrong about doctors only needing 2 boxes to cure disease/poison because to even have a managable CHANCE of curing you NEED cure pack c's, which can only be used (due to high medical usage needed) by a master/lvl 4. medical knowledge doctor. An AOE cure pack is NOT stepping on the combat medics toes, first off because they have AOE stims and poisons/disease, they are not meant to AOE cure...doctor's realm. Also, I am not saying the range should be large, it should effect maybe all in a 15-20m range, nothing big. You say the doctor would be devastating to your class...well HELLO! we are supposed to NEUTRALIZE each other. You poison us, we cure it. I hope you stop crying about your profession and realize just becuase you guys have problems evry other profession does too, whether small or large...you guys are not the only ones the game has to revolve around. Yes, your class needs significant changes, but that doesn't mean a little fixing of the doctor class shouldn't happen.
P.S.- who is talking about healing mind melampus? While we are on the subject anyway, entertainers should get the mind healing, not combat medics.





Gawddamn, The point is.......IF YOU GET HURT/DAMAGED IN COMBAT....YOU SHOULD RELY ON THE COMBAT MEDIC not the doctor....if you want to counter us...your name should be COMBAT DOCTOR but itnot is it? I wouldn't mind if you got AE wound/cure packs with a 5-10 meter radius that only works in hospitals...but when you want to be on the battlefield curing everyone within 20 meters of you...that's just not what a doctor does.....


Apollo

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