Combat Medic Archive
Thread: Healing yourself needs to be balanced
TenshiHanaKinu wrote:
Jedi are never satisfied.
Not until they go back and play a regular toon. A Jedi in my guild went back and played a M.Doc/M.Rifleman toon and expressed that playing a regular toon is indeed muuuuch suckier than playing his Jedi. It was the things he complained about that really got me, like him complaining that he moved SOOO slow.
fletcherreed wrote:
PLEASE! The only thing in there worth a d*** is the root and if you can heal for 1200 damage it doesnt really matter, now does it. Please admit it that this needs to be balanced (refer to my posts above to what specifically)
Attichetcuk wrote:
Anakroid wrote:
We're medical professionals. We heal, it's what we do well. You're a jedi, with healing abilities, not a medical professional. An amateur healer, if you will.The moment things change, and you fail to kill a normal profession in 3 seconds, you cry nerf.
I traded ALOT of ranged speed, accuracy, and damage to get CM. It wasn't a freebie, I did give up ALOT. Do the same with your template, and stop whining.
/golfclap.
I just switched from 0404 pistols, 4000 combat prowless, to 4000 combat medic. In doing so I gave up 58 general range accuracy, 40 melee defense, 45 range defense, my only root of stopping shot, a decent area shot of fanshot, a area stun of burst shot, a daze of disarming shot, a decent damage shot of body shot,and a partridge in a pair tree! All just for healing. That is a huge sacrifice to make in order to heal. It doesnt need to be nerfed, every range player has the same ability to spend that same 49 points. Its all a give and take system. Which means it is balanced. A jedi is not a doctor, a jedi is not a medic, a jedi is a jedi and the jedi should be extinct.
atti
If all you can see thats viable in the above mentioned post is the root, then you dont fully understand the mechanics behind defenses, offenses and specials. Now before you get defensive, read what I wrote again. The 58 accuracy loss constitutes 1/5th of my total accuracy. Giving up that much accuracy means that I will do less damage to high level targets, I believe it will also increase the amount of misses as well. Giving up 25% melee defense and 18% range defense is also a significant event, more damage to get through also increases armor wear down as well as spending more time healing and less time shooting.
Fanshot is the second highest damage area attack in the game, I used it often and it will be missed, it is a great and viable special. Burst shot is a area stun special, this area shot made me a useful crowd control character, this too is a viable and missed special. Body shot wasnt great, i'll give you that, but disarming shot was. Having a daze prenerf was a great asset in a fight, that too will be missed.So let me recap, less damage, more misses, increased armor wear, longer fights, increased wounds, less special viability, less crowd control, and yes, my only root, for what? The ability to heal. And now you want to nerf that? I spent 49 points to learn the healing knowledge that a combat medic can, my abilty to heal was earned and should be able to be used. No nerf needed. You have the same ability to spend the 49 points. I'm sorry if you feel that me having this ability makes me more powerful than you, but please dont try to increase you strength by decreasing others.
MDOC- heal to much
CM - heal to much... thyroid rupture, traumatize, paralyze.
BH
MRifleman... nerf the roots!
Smuggler... eye shot, last ditch, root or snare, can't remember which they have.
BH
any template that includes doc 4xxx or cm4xxx including:
swordsman
TK
pikemen
carbineer
pistoleer
BH
i'm guessing at one time they even complained about creature handler, as it was one of the first prof's to get a major nerf, but that was well before i started playing. it also coulda been before the first jedi on the server... but i'm sure if there had been jedi they would of been whinning about CH so i'll count it.
basically anything except crafters... oh wait...
Droid engineer... nerf the bomb droids!
it would be far easier to list what they don't whine about.
Canvas wrote:
TenshiHanaKinu wrote:
But how's healing overpowered when you can hit far harder than someone can heal? I myself have access to 600DPS and I just have Pistoleer as my offense profession. Anyone who stacks more offense and accuracy than me also will have better specials and higher damage output than I will.
Bacta Shot = ~ 1800 / 6 = 300dps
BactaJab = ~ 1000 (enhancer)/ 4 = 250dps
Bacta Infusion = ~ 100 dps <-- and that's being generous, it's lower than that, I believe.
Some professions easily have the ability to Armor Break, which for Jedi means 1000+ dps easily. The above assumes at LEASE 120 HE. You won't get that by dabbling.
You have to exploit your opponent's weaknesses and focus on your strengths. A Healer's "strength" is in Longevity. Get around it.
Your math is flawed in this point:The 600 modified DPS of your pistoleer template (on which you base your argument on) is before armor or food like exo protein wafers.
Therefore your effective modified DPS will prolly more like 350 in an average fight.
Since according to your own math you are able to heal for like up to 600 DPS effectively, it becomes obvious that healing is pretty much a necessity in any template ... which is pretty sad I think and reduces template diversity a lot.Everybodyis forced to haveat least CM 4-0-0-0 Doc 4-0-0-0.
PS:
No, I am not a Jedi, and never will be one haha.
Message Edited by TenshiHanaKinu on 08-02-2005 02:13 PM
TenshiHanaKinu wrote:
Canvas wrote:
TenshiHanaKinu wrote:
But how's healing overpowered when you can hit far harder than someone can heal? I myself have access to 600DPS and I just have Pistoleer as my offense profession. Anyone who stacks more offense and accuracy than me also will have better specials and higher damage output than I will.
Bacta Shot = ~ 1800 / 6 = 300dps
BactaJab = ~ 1000 (enhancer)/ 4 = 250dps
Bacta Infusion = ~ 100 dps <-- and that's being generous, it's lower than that, I believe.
Some professions easily have the ability to Armor Break, which for Jedi means 1000+ dps easily. The above assumes at LEASE 120 HE. You won't get that by dabbling.
You have to exploit your opponent's weaknesses and focus on your strengths. A Healer's "strength" is in Longevity. Get around it.
Your math is flawed in this point:The 600 modified DPS of your pistoleer template (on which you base your argument on) is before armor or food like exo protein wafers.
Therefore your effective modified DPS will prolly more like 350 in an average fight.
Since according to your own math you are able to heal for like up to 600 DPS effectively, it becomes obvious that healing is pretty much a necessity in any template ... which is pretty sad I think and reduces template diversity a lot.Everybodyis forced to haveat least CM 4-0-0-0 Doc 4-0-0-0.
PS:
No, I am not a Jedi, and never will be one haha.
. Healing simply is not as infinite as Damage Dealing.
Message Edited by TenshiHanaKinu on 08-02-2005 02:13 PM
Wrong again. Damage dealing is limited by your action costs.
Canvas wrote:
TenshiHanaKinu wrote:
. Healing simply is not as infinite as Damage Dealing.
Message Edited by TenshiHanaKinu on 08-02-200502:13 PM
Wrong again. Damage dealing is limited by your action costs.
If they are even moderatly levelled and competent you die, simple. You can hang on in there for a while sometimes, but in the end your mind goes and you cant heal anymore, and because all you have been doing is healing they are still on full health with controlled action loss and......you die.
Simple
This is why Full-temp Jedi have a big advantage in PvP, cause their damage dealing potential is so high and their healing potential is also so high. The combination allows them to minimise stat pool loss during a fight.
ie. a non-jedi might use all his stat pool to keep himself alive, but a jedi will use 1/2 of one stat pool to keep himself at FULL health and then the rest to kill the non-jedi. This leaves the non-Jedi constantly on the backfoot, and you guessed it.....when they run out of mind (if not earlier) they die.
Tried and tested in many duels with Jedi where I was desperatly seeking a weakness within Jedi healing/force for my BH missions, there was none with regard to Jedi healing.
Message Edited by Ourha on 08-03-2005 01:47 AM
Way I see it, if you are out healing someone in a fight, then you are fighting someone who really sux. Most templates can outdamage a healer, some can't even come close, learn to use what you have and pick your fights wisely. Yes as a cm/doc I can kill alot of templates 1 on 1, but only if I do it right and I am smart about it. Can I stand and outheal a competent rifleman hitting me from 65m? No, i'll get my ass handed to me, but I can close to melee range, debuff then hell out of em and within a few heals they have no action, can't do damage and I own em. Jedi are a toss up, some I win some I lose, but I can hold one until help arrives.
We are a support class, and we are now the best tanks in game. Just do it right, and if the other guy isn't smart enough to know how to beat a healer, then they deserve to die ![]()
Canvas wrote:
TenshiHanaKinu wrote:
. Healing simply is not as infinite as Damage Dealing.
Message Edited by TenshiHanaKinu on 08-02-200502:13 PM
Wrong again. Damage dealing is limited by your action costs.
TenshiHanaKinu wrote:
Canvas wrote:
TenshiHanaKinu wrote:
. Healing simply is not as infinite as Damage Dealing.
Message Edited by TenshiHanaKinu on 08-02-200502:13 PM
Wrong again. Damage dealing is limited by your action costs.
I have a 45 SAC Pistol. My best heals cost me 10% of my mind.
Wanna try that again?
QFE
I have an 82 SAC rifle and I run out of action faster than a pistoleer. However, I can keep spamming placed and ranged shot AND have my Action regenerating at the same time. With extended doctor buffs and foods the regen times are incredible. With healing which uses the MIND its different.
If I run out of MIND, its going to take alot longer than 3 seconds (which is the most you need for action) to regen enough for another heal. That includes while I'm on foods, buffs, and spice combined.
It was the root cause of problems pre cu, why no one ever died on anything other then mind and why mind was the only effective way to kill someone in PvP. Mind was just as armored and buffed as the other two stats, but the other two could be healed in battle.
Your health bar is basically a tug of war. Regen and heals on one side damage on the other. 1500 pts every six seconds that doesn’t have to go through armor, PvP reduction, resists or hit miss chances is a lot of power in PvP
The problem is that a second offensive profession wont add to your tug of war like doc or cm will. The first. 90% of your damage comes from your first offensive profession.