Combat Medic Archive

Thread: Combat Medic State of the Profession

Malir
Fri Oct 31, 2003 12:18 pm
#40






Kavedawg wrote:

9. Faction and xp are awarded to a CMin NPC faction missions when the only attack used by a CM was poison. ( TC )





Is there any discussion about extending something like this to PVP? I hate to use the example of other games, but I sure enjoyed in DAoC where realm points (or faction points as we call them here) were awarded to the whole group.



QueCheto ElCapo
Adventurer
Ledzeppy
Fri Oct 31, 2003 2:09 pm
#41

I vote for #3!



Ledzeppy Polditat
Master Doctor
Master Rifleman
Kavedawg
Fri Oct 31, 2003 3:38 pm
#42






FlixFlix wrote:
Not sure if this idea has been mentioned but how about once they reach the 1 pt any extra dmg inflicted by posion gets randomly taken from the other pools or maybe just action and health. You would still want to be cured because you will eventually be walking around with 1 1 1 in about 10 min. Just and idea.




not exactly this idea, but I have suggested on the correspondent boardthat when the poison is ticking away at +1 at least some BF should accumulate or some minor wounding



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
c0bra
Fri Oct 31, 2003 6:43 pm
#43

Uhhhh....


Wasn't this change first suggested to solve the no-loot, no-xp, no-factionproblem on poison-only kills? If you're going to make it incap first and then stay at +1, willmobs still die from it?


If so, then WHAT IS THE POINT?!


I swear if you needlessly nerf my profession, I am out and you can say goodbye to one of Sunrunner's few Master CMs.


Please tell me I am wrong.




whiskey tango foxtrot
PsionicHawk
Fri Oct 31, 2003 8:39 pm
#44

Besides, I don't think this was EVER meant to be a thread to vote on.



a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

Gnuut
Sat Nov 01, 2003 12:13 am
#45

I vote 1 and 3 but how exactly will this change solve the loot/xp/fp issue? If I use poison to wear down an mob someone else can still bodyshot1 said mob and get full credit for that kill before I get a chance to do my 1 point of damage.



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

JediShakti
Sat Nov 01, 2003 1:17 am
#46

#3 sounds like the best option to me.



Vrrlchaka
Master Combat Medic
Gnuut
Sat Nov 01, 2003 3:22 am
#47






Kavedawg wrote:



the +1 cap is to fix the incap dance not the no loot, no xp, no faction. Those problems are solved as a byproduct to the +1 cap




+1 cap being a fix to loot xp issue is the same thing as you telling a Doctor "It hurts when I do this" and he answers "Then don't do that"





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

NaNoDeMoN
Sat Nov 01, 2003 5:39 am
#48

#3 gets my vote, although i'd love to have #6 for just a few days just for some fun!


Kylst: Master CM, Master Doc

Kavedawg
Sat Nov 01, 2003 1:27 pm
#49






c0bra wrote:

Uhhhh....


Wasn't this change first suggested to solve the no-loot, no-xp, no-factionproblem on poison-only kills? If you're going to make it incap first and then stay at +1, willmobs still die from it?


If so, then WHAT IS THE POINT?!


I swear if you needlessly nerf my profession, I am out and you can say goodbye to one of Sunrunner's few Master CMs.


Please tell me I am wrong.






the +1 cap is to fix the incap dance not the no loot, no xp, no faction. Those problems are solved as a byproduct to the +1 cap



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
awthtem-xour
Mon Nov 03, 2003 9:20 am
#50

would prefer #6... but would also be ok with #3



Awthtem-Xour
Lowca Rebel Jedi
DedMnWlking
Mon Nov 03, 2003 12:28 pm
#51

I vote for option #3. This is by far the best choice for it will kill in PVE and Help without Grief in PvP.



Kave: I thought I remember reading in another post a Quote you posted from the correspodence board that stated that the Devs will be recoding how DOTs get APPLIED to a MOD/PC. This suggests that they were going to code something on the initial strike of the DOT not the end result. I expected something like 1 HP or REAL Damage that is linked to my toons serial to prove that I hit it once therefore giving me full rights to FP, LOOT, EXP. ?


I like this fix for the incap dance. But I would also like to see them look at the code of a apply DOT from say a Rifleman and spply that SAME code to my posion throw. When I throw a Posion or Desease DOT it sends me a message stating that I poisoned/Deseased them, Why not stick the code in that response that gives me the rights to LOOT, EXP, FP?

Voorheez
Mon Nov 03, 2003 1:18 pm
#52

I agree something has to be done about the "incap dance". But..... making poison not incap at all is horrible. That is/was my primary source of strategy for duels and pvp. Due to lack of quality resources, I throw mind poisons that tick for roughly 300 damage. When a CM throws a dot, the player is stopped in his tracks long enough to toss the poison. At this time I have been hit MANY times for one of my entire HAM pools and killed before my character even had time to take off running (kite). 300 dmg per tick poison, which can be cured, shouldn't even be in a discussion for nerf. I'm routinely killed in a single hit by BH's, CH pets, Commando's, riflemen, TKA's, Pikemen, and even a pistoleer/carbineer. These are professions that do not have to kite based on the fact they can kill in a single hit. Some of these professions can even hit a predetermined HAM pool with a specific style. Alot of these classes even deal out major wound damage on top of their one shot death styles. This makes griefing a rather large annoyance with some of these professions


I have to run around gathering items, harvesting, crafting, and now my 300 damage per tick poisons won't even incap a player? That is complete nonsense. I do not believe folks should incap 6 times though from a poison.


1. poisons should have to be thrown within the ranged of most ranged combat professions (64m)


2.A single incap from a poison is suffice. If you die and/or incap during a fight, the individual that got poisoned should not suffer any form of griefing. The poison should last long enough for one incap.


3. Perhaps the single incap for a poison should only last 1/2 of a normal incap time. This would stop folks from kiting too far from an individual after they throw a poison in hopes of returning to db. If a CM knows that the poison only lasts 1/2 of the normal incap timer, and the individual will only incap once, then the CM is forced to stay within reasonable distance if they wish to be rewarded with their kill.


4. Perhaps an immunity timer for folks that have already been poisoned (30 sec?).


Page 4 of 6