Combat Medic Archive
Thread: What is the main problem you have with the +1 change
Ninja: That doesn't address the Incap Dance problem, though.
(And my Bowcaster for forum software that wouldn't eat the entire reply Ijust tried to post a minute ago on some of Val's suggested solutions. Argh.)
NinjaMetzger wrote:
This is the way I see it. Do away with the +1. BUT the 75% PvP damage redux should apply to poisons.
Im SICK of being almost instantly KO'ed by ridiculous poisons that do an excess of 400 damage per tick.
because of this, Combat medics are now virtually invincible.
And as for the thought that Combat Medics should be able to keep up with Commandos and Bounty Hunters? No. The Combat medic is a SUPPORT class. BH and Commando are dedicated fighters.
the one and only way I would go along with a 75% reduction in our poison ticks in PvPis if we get a substantial increase of our poison's base damage so it is in par with the high end bleeds. Then, and only then should the CM poisons be included with the rest of the damage types that are hit with the 75% reduction. The end result would only mean maybe a 50 point reduction in damage per tick
okay it seems to me this change is due to pvp.... Did SOE not see that pvp is like what? less than 20% of the game??? Didn't SOE say they'd stop making changes based on pvp? also: "they stated the 3 incap and auto death from poisons was the problem. the +1 cap fixes this and gets rid of the "grace period" that would streach a poison out to last 45 min greatly reducing the number of CSR ticketsfiled against us" you can get this from poisons. Hell most times 2 hits WITH buffs I'm dead or incaped at least from BH's or Commando's.... The biggest reason imo CM's poison and run is that pesky heal time... Use a poison and it takes up heal time. In my experiences of pvp I'm dead before that time is up and I'm able to heal myself. This 1 hpt is suppose to help us? I can't tell you how many times in PVE that poison taking that last tick of health has saved my butt. PVP really needs to be taken out of the picture here. Specially with pvp being such a small % of the population that's playing the game. Personally, I've only been pvping due to byblow of tef from killing imperial npcs or from having to go overt to put on armor or buy faction. Neither have been much fun. 90% of the pvper's will tell you pvp is broken and needs serious changing. So... again pvp needs to be taken out of the picture for the reason of the 1 hpt.
Also in response to Zar, about the pistol thing.... That may be the theory that a "shot" hits a % of all ham but in my experiences it has not been the case. I'll do a shot that shoots health... sometimes a shot that does action and on the rare occasion mind (a very small % of the mind) One of my partners used to be a rifleman... We used to watch how me and my other partner did a TON of health/action while he was ALL mind... Hence I actually rarely use mind poison except in pvp because my shots do predomanantly health damage.
I'm just offering what other folks have said their test have shon. Likely if you have a health shot that does 100 damage, that knocks off 80 health, you'd easily notice the health but probably never even see that little 10 coming off of Action and Mind at the same time. I keep thinking I had seen a Dev post that suggested something like this as well, that even if you have a targeted pool attack, it will, in fact, cause some damage to the other pools as well. I have not tested this personally, though (and can't because of a hard drive problem right now) but jsut passing on the info I've been picking up lately.
Combat-Medic wrote:
[snip]
Also in response to Zar, about the pistol thing.... That may be the theory that a "shot" hits a % of all ham but in my experiences it has not been the case. I'll do a shot that shoots health... sometimes a shot that does action and on the rare occasion mind (a very small % of the mind) One of my partners used to be a rifleman... We used to watch how me and my other partner did a TON of health/action while he was ALL mind... Hence I actually rarely use mind poison except in pvp because my shots do predomanantly health damage.
The theory is there i think Zar. But a few weeks back I when I was Master Pistoleer I threw a mind poison on a imperial. The dot tic'd and he had very little mind left. I killed him using stopping shot, incaping him to health damage. I remeber him having very little mind left yet it was health that killed him not mind damge (so little mind 1 shot would of taken out his mind- yet I did no mind damage, did health damage) We also all know SOE has said things are suppose to be this way but it is not in the reality of the game... IE mob's damaging mind. Holo had stated that mobs are doing a lot more mind damage than they are suppose to be. IE players aren't suppose to be spaming specials... I could give you more examples. But this is my BIGGEST issue with the 1 hpt damage rule with the new poisons. Sure the mob could have 1 hpt left but it could take me 3-4 shots to hit that pool. In many cases in both pvp and pve that is a life or death of the combat medic. Granted in pve I only use health poisons.... but... anyways this is my opionion and what I see and why I feel it shouldn't go in. No I wouldn't give up CM because of it. But it sure would put a hamper on my abilities. I find my poisons a fine support to my pistol damage (which is how it is suppose to work) But I also find the 1 hpt for BOTH dotsand poisons to be limiting.
Oh yeah.. I'd like to add... for thoseguys who whine and whine about mind poison... there's this nice new thing SOE put into the game... Musicians buffwillpower and focus. Dancers buff mind. Their buffs last up to1 1/2 to 2 hours... Ihadit done and a master CM mind poison me.... I was not incaped once. the regen rate and the ammount of mind I had the poison wasn't able to keep up with it. granted... i did have 2200 mind, 1500 focus and 1700 willpower
DDD (VERY nice.. worth the20 spent watching and listening- heals were costing me all of 10 mind rotflmao).. course... also had a Master Tera kasi duel me and use his mind style on me... he kicked my ass in 3sflat even with the buffs. <shakes head> man thoseguys are N-A-S-T-Y. <grin> course, they gotta get in your face... and we all know if you're smart you'll stay AWAY from Tk's
ok, lets forget about PvP even though thats where all the complaints against us come from
- loot rights are no longer an issue
- the grace period is gone, so when you are poisoned from a creature you won't be poisoned for an extended period of time, same for bleeds as well
- faction is awarded for damage done with poisons on NPC missions
- doing 1 point of damage in PvE makes no difference in balance, therefore thereshould beno argument against the change
now the things that influence PvP in a positive way
- the toss and hide tactic will be limited ( aka exploit )
- the SOLOsuicide bomer tactic will be limited ( this is good to me bad to others )
- Doctors will have a better chance ofcuring our AoE poisonincreasing balance
- Although a backwards method, our diseases have a legit use that they can't gripe about
- the grace period is gone (again)
- All dots are affected it's not a gimp agains CM's, it's a change on how DoT's are handled
- we can limit the enemies abilities on using special attacks by keeping their ham at 1
- with the changecomming that allows a CH to directly control a pets special attack, this change helps everyone
The things that influence PvP in a negitive way
- The Solo suicide bomber tactic will be limited ( I don't agree with this tactic but alot of you do )
- although a backwards method our diseases have a legit use that they can't grip about but still will
- there are many occaisons where a Cm will be incapped but the enemy is also incapped by poison before he is able to diliver a DB
- the solo hit and kite CM will be limited and willbe forcedto adapt tactics
did I miss anything?
Poison should incap plain and simple....as well as every other dot in the game.....however, those of us who use dots should get faction, and loot, and a heavy amount of respect for the ability to do so! However I do believe that there is a problem with the duration of poison DOTs......if they last long enough to incap 3 times then they last too long! Poisons should wear off either on incap or before the 3rd incap at least. If a CM kills someone, it should be DB, not 3 incaps from poison. I'd like to see poison wear off after the second incap, but I'd definetly settle for after the first one if it keeps the +1 HAM cap outta this game. I'd rather not see my profession be ruined and have to switch to doctor. Devs just need to set a cap on duration of poisons instead. The existing cap is a band-aide...and it's not fair to CM's...even though every other class suffers, they don't suffer as much as we do. CM's are not just support...they're COMBAT support. Read a book about Combat Medics in Vietnam and tell me they are just support!
Websters dictionary defines:
1.combat: to fightbetween individuals or groups.
2. medic:someone engaged in medical work.
Put them together and you get: Someone who fightsindividuals or groupsAND is engaged in medical work.
We don't have Master Medic and Ranged Support 4 from the Marksman tree for nothing!
Kavedawg wrote:
I was just wondering Bcasey, did you drop TKA and go for MCM? or did you go with the 4-0-0-4 template?
I was originally goin for master doctor, master TKA but I got sick of being kited so I dropped all of TKA except for the meditate tree and am a master combat medic.
NinjaMetzger wrote:
This is the way I see it. Do away with the +1. BUT the 75% PvP damage redux should apply to poisons.
Im SICK of being almost instantly KO'ed by ridiculous poisons that do an excess of 400 damage per tick.
because of this, Combat medics are now virtually invincible.
And as for the thought that Combat Medics should be able to keep up with Commandos and Bounty Hunters? No. The Combat medic is a SUPPORT class. BH and Commando are dedicated fighters.
Have you been hit by any of the following?
Bounty hunter, commando, rifleman, carbineer.
Rifleman, BH, commando can incap in one shot and carbineer is possible but certainly in two shots.
Kavedawg wrote:
NinjaMetzger wrote:
This is the way I see it. Do away with the +1. BUT the 75% PvP damage redux should apply to poisons.
Im SICK of being almost instantly KO'ed by ridiculous poisons that do an excess of 400 damage per tick.
because of this, Combat medics are now virtually invincible.
And as for the thought that Combat Medics should be able to keep up with Commandos and Bounty Hunters? No. The Combat medic is a SUPPORT class. BH and Commando are dedicated fighters.
the one and only way I would go along with a 75% reduction in our poison ticks in PvPis if we get a substantial increase of our poison's base damage so it is in par with the high end bleeds. Then, and only then should the CM poisons be included with the rest of the damage types that are hit with the 75% reduction. The end result would only mean maybe a 50 point reduction in damage per tick
/agree for a change
We suck in PvE.
Combat-Medic wrote:
"And as for the thought that Combat Medics should be able to keep up with Commandos and Bounty Hunters? No. The Combat medic is a SUPPORT class. BH and Commando are dedicated fighters."
How much time do you sit and plan and craft your "weapon" to be the best it can be? 0. You go and buy it and point and shoot at the enemy. CM's on the other hand... We're devious... We plan our poison. We plan our weapon. Yes CM's are part support. But we are also combat. Hence Combat medic.
Didn't you know that in Basic the combat is silent?
Without help of the correspondent the nerf will go live and we'll have to deal with it.
I can respect your opinion Kave, but i'm very sure that you are in error and we'll all pay for it.
The nerf cries won't stop, they'll increase after this one goes live and i disagree on principle that our primary weapons shouldn't incap.
If that's the final decision however then fine, but give me a CM only gun that i can use to incap my enemies i you think poisons shouldn't or give me back some of my skillpoints i invested in this class.
Every other combat profession can do that with it's specific guns and specials just the CM get's hit with the nerfbat
And we should start singing praises to our Dev now, because he doesn't solve our problems, but pulls an half asses stunt that glosses over the real issues and opens pandoras box for griefers ? I think not.
If the Dev can't solve the problem because too many other aspects of the game are needing attention then they should come out and say that. I've watched the same kind of shady tactics since the game went live and i'm finally starting to get annoyed.