Combat Medic Archive
Thread: VOTE BY 12/10 please CM balance/gameplay/wishlist LIST
Leave the cap but give CMs ability to Incap person (similar to rifleman ability to DB person, but it should Incap and not DB the person who had his pool run down).
4. Another examination of cure rate for poisons/diseases using different level stim packs for each.
Even most potent single-line poisons are still easily removable by 2002 doc.
5. Flamethrower cures
6. Mind wound cost for /healmind
3. Faction points for healing
1) 1 DOT Cap needs to be removed.
2) 5 Every other DOT has a cure flame DOT needs one. Fire extinguisher. MA made. useable by all
3) 6 Mind damage cure costs are too high. great for power leveling an entertainer. add heal mind to the stims or make a separate oneand getthe debate over with. Mind damage is still the prevailling factor in combat. Won't change unless a stim is added. I dont care who makes it smuggler (drug), chef (chocolate), or a medical stim
4) 7 & 8 should be tied together. Both are useless in PvE unless you have A LOT of TIME. The damage a poison can do should equal the damage of flame. Poisons can kill quicker than flame.
5) 4 they are too easy to cure. If you had a nasty disease or poison it might take you a couple days to recover. I dont want and extreme length of time in the game, but it shouldnt be easy to cure our work.
What I would like to see are named poisons and diseases. Each would have its own stat range and advantages and disadvantages. The doctor would also be required to have specific cures for the named diseases and poisons. What the doc doesnt have that one with him! DOH! we are screwed.
For Tempest CMs. Class 1 Radioactive has been verified by myself on Naboo.
Poisons have got to incap at least 1 time.
I don't mind the resource runs so much but the huge disparity between servers needs to be looked at.
Albaka
Valcyn
1) 15. resource availability needs to change dramatically for CMs
2) 7. Used it once & never will again. mind wounds should be 75% less than what they are now.
3) 10. would like to see less between ticks (especially if the CAP stays - which it should)
4) ranged mindheal would be nice since thats what our profession is about (range healing)
5) Disease is somewhat useful pvp (love screwing up someone's playing time in the field for like an hr), useless vs. pve. not sure what can be done.
Someone reminded me of a previous obligation which would change my voting order. It's still in my Top 5, but may as well move it up from where I had it.
Gameplay/Balance:
- 4
- 6
- 8
- 13
- 1 (I suggest modification instead of removal. Suggestions offered in the appropraite thread(s) on the issue.)
Also, the wording on #4 isn't particularly clear since the word stim is used in there. I'm assuming this issue is the one that suggests that a lower level Doctor Cure is capable of curing even a Higher Level Poison? (I.E. there are cases where a Cure B can cure in 1 application a C Poison.)
Balance Issue Top 5:
7.
8.
6.
9.
5.
Wish List:
1. Remove +1 Cap
2. Area State Effects
- DoT +1 HAM Needs to be REMOVED!!
- Resource availability
- Faction points for DoT damage
- Usefullness of disease needs to be examined.
- Poison damage in PvE needs to be examined.
I may not be a CM anymore, but here is my vote.
I will NOT start back on the CM path until at least the first two are addressed by the Devs.
DOT +1 HAM, REMOVE IT!!
Take it back to how it was, let it incap!