Combat Medic Archive
Thread: Dev Response to CM top 5 issue List
PadiOne wrote:
Here's my vote on the poison problem.
A. Scale back the dmg done in PvP in a similar (or even same manner as other dmg's).
B. Target should remain incap'd for the duration of the poison.
C.Combat Medics need to remember that we are required to have ranged support 4 for a reason. We are expected to carry a weapon. We are a support class. Poison is not suppose to be a main weapon but a complement to what others are doing.
Basically A and B are my proposed solutions. C is an attempt to stop the Wambulance from showing up after we get nerfed. Because we need a PvP nerf, same as the commando's do.
I disagree. I've been a Master Doc with other combat classes. Started out at release going for commando, later went doc, 2 weeks ago, decided to try out CM.
Quite frankly, if you're going to add any combat combo to an elite medic class, melee/doc is far better and more useful. The poisons I could make with basic components (no adv resources on Gorath in the last 2 weeks), I could easily outdamage with a bleed. Even taken into consideration that poisons tick every 10 seconds, while bleeds are every 20.
You say commandos need a nerf, they don't. Their flamedot is the only thing their class has. If you factor in the time it takes for it to tick, and the limited range, another class can easily outdamage it. I think the people that want to nerf commandos' damage just don't understand how messed up that class is. Only thing I could see is a better way of putting out the flamedot.
You think area poisons are good, at master fencer, I could sit in the middle of 8 mobs doing area attacks for a few hundred damage every second. Area poisons can't touch that.
Perhaps with some lucky resource spawns, you might be able to come up with decent poisons and diseases, but basing class damage/balance off of lucky resource spawns shouldn't be a consideration. Perhaps if they made the required resources spawn all the time, then a reworking of poison damage might be in order.
But really, CM doesn't compare to the damage an elite class can dish out. Even at Carbine IV, I could kill a small group faster than I could with a 450 dam poison. The best damage I've heard was around 1k, still could kill faster than that and alot cheaper.
Why does fire still incap, and our dot got nerfed?
Fire ticks twice as fast and is typical as strong or stronger then poision, not to mention that there is a fire attack that can be used at full 64m range.
I'm not saying there shouldn't be a dot cap just apply it to all classes
Xytroncore wrote:
DeQuosaek wrote:Rez is nice, but area heals that can be used from a distance are the best possible heals in the game. I don't care if a doc can heal 1 person for 3000. He has to stand practically on top of him to do it. I can heal everyone in a 25m (or further) range for 1200 points each in one shot. That's way better than any doc.
BuB64882 wrote:I disagree Greeblesnort....Docs have REZ...far more useful in combat than any area/ranged stim. Their ability to cure states/poison/disease, oh AND BUFF make them the healers of choice in any group I've ever been in. CM is second choice for group healer in my experience.
Trying to get people close enough to even both with area stims is a joke, if you're lucky you may hit 4 people out of 25 potential targets because the area heals are so bugged it's not even funny...every little stick, crack in the ground, afk person/enemy seems to stop the area stim dead in it's tracks and not actually hit the people you want it to (even if they are in range and are in your LOS)
you need to organize the ppl you hunt with better....
yes i do understand and hate the bugs though
But, that would make the Doctors less necessary. The reason we cannot heal states is because the doctors can. Groups should have both. You can't give one prfession more than another. Sure, it would make us great, but it would gimp doctors.
Myhylinn wrote:
Even so a CM should be able to heal the state effects...
This would make a combat medic to a very useful supporting character in every raidgroup and even the multiperson-pvp-raids would be very amazing and would be last more then a few minutes...
DeQuosaek wrote:
Rez is nice, but area heals that can be used from a distance are the best possible heals in the game. I don't care if a doc can heal 1 person for 3000. He has to stand practically on top of him to do it. I can heal everyone in a 25m (or further) range for 1200 points each in one shot. That's way better than any doc.
BuB64882 wrote:
I disagree Greeblesnort....Docs have REZ...far more useful in combat than any area/ranged stim. Their ability to cure states/poison/disease, oh AND BUFF make them the healers of choice in any groupI've ever been in. CM is second choice for group healer in my experience.
Trying to get people close enough to even both with area stims is a joke, if you're lucky you may hit 4 people out of 25 potential targets because the area heals are so bugged it's not even funny...every little stick, crack in the ground, afk person/enemy seems to stop the area stim dead in it's tracks and not actually hit the people you want it to (even if they are in range and are in your LOS)
Runesabre worked on UO back in the day (with Raph), and yes, he is a very good dev -- SWG is lucky to have him ![]()
He's been working SWG for a long time, but his posts these past couple days have been his first on these boards.
Tringard wrote:
Xytroncore wrote:
DeQuosaek wrote:
Rez is nice, but area heals that can be used from a distance are the best possible heals in the game. I don't care if a doc can heal 1 person for 3000. He has to stand practically on top of him to do it. I can heal everyone in a 25m (or further) range for 1200 points each in one shot. That's way better than any doc.
BuB64882 wrote:
I disagree Greeblesnort....Docs have REZ...far more useful in combat than any area/ranged stim. Their ability to cure states/poison/disease, oh AND BUFF make them the healers of choice in any group I've ever been in. CM is second choice for group healer in my experience.
Trying to get people close enough to even both with area stims is a joke, if you're lucky you may hit 4 people out of 25 potential targets because the area heals are so bugged it's not even funny...every little stick, crack in the ground, afk person/enemy seems to stop the area stim dead in it's tracks and not actually hit the people you want it to (even if they are in range and are in your LOS)
you need to organize the ppl you hunt with better....
yes i do understand and hate the bugs though
PvE may be easier to organize to get people together for area stims, but, there's no way in hell I'm asking my buddies to stay together in PvP, that would just be asking them to get poisoned. I rarely use area stims in PvP...waste of resources since you may only hit 2 people.
vortexala wrote:
Not to be rude, but who the heck are you?
Runesabre
Lead Designer
Star Wars Galaxies
not like its says anything in his signature or anything!!!
Edit: Sorry, just getting tired of this kind of post.
I value almost everybody's opinions, but...I am pretty sure that in this case, the regular CMs that post in this forum are more interested in what the Devs think about the role of CMs.
Message Edited by Pahdbacca on 01-20-2004 11:26 AM
Arconis_Runicblade wrote:
vortexala wrote:
Not to be rude, but who the heck are you?Runesabre
Lead Designer
Star Wars Galaxiesnot like its says anything in his signature or anything!!!
Ok, maybe I should make myself clear for those who seem to not understand.
I have no idea who runesabre is as I have yet to see any welcome posts regarding this person. Yes, I CAN actually read that he is the Lead Designer but a title does not a person make.
So, in essence, I simply want to know who he is(letters to the community style).
Clear enough for you?
Maybe Q likes you, Texxie, since he posted that they now have one of theseup for Runesabre. ![]()
http://starwarsgalaxies.station.sony.com/team_comments.jsp?id=60442&page=Team%20Comments