Combat Medic Archive
Thread: Focus Thread : New rules for Movement Buffs vs Snares
BadgerSmaker wrote:
If you haven't already heard, you probably have, so this is a bit of rumour control, there is a change in the works on how snares effect you if you have a movement buff active.
Got a Dev quote for you:
Debuffs will not remove their counterpart buffs; stacking adrenal boost with thyroid rupture will net -15 speed. At the end of the TR, AB will remain. Only movement effects are absolute and even then the buff is not removed, just negated for the duration.
That leaves the problem with the all mighty CM Electrolyte Drain (/bow electrolyteDrain; /worship electrolyteDrain) stopping you from Burst Running / Force Running / Form Up / Retreat / Charge for a whoppingtwominutes plus.
I've got1 fix for you: 30 Seconds MAX for duration with a 1 Min immunity after that
I'm suggesting some balances to CM in case they feel the need to nerf my beloved Edrain, like upping the chance to resist debuffs and tying that to the Bio Suppression Effectiveness Mod, the same way DoT's are tied to Medical Warfare Efficiency mod.
Considering that it will allow all uber loving CM's to basically control the speed of combat, it should be nerfed, and in a way that just makes it limited use like every other skill in the game.
With the increased action costs (17% action and 10% mind) this might be viable.
Not even close to enough. Chain ED'ing would utterly destroy PvP.
What do you think?
I think you should get nerfed, along with j3di.
Message Edited by BadgerSmaker on 10-12-2005 06:54 PM
crunchmalla wrote:
This is exactly why CM needs a huge nerf come ToOW. Between you guys,tk/swords combos,and j3di, you need some major nerfs.
I've got1 fix for you: 30 Seconds MAX for duration with a 1 Min immunity after that
Considering that it will allow all uber loving CM's to basically control the speed of combat, it should be nerfed, and in a way that just makes it limited use like every other skill in the game.
Not even close to enough. Chain ED'ing would utterly destroy PvP.
I think you should get nerfed, along with j3di.
the 30 sec duration and 1 min immunity would make E-drain useless... instead of trying to Fix or balance the situation you propose a nerf. nerf's are bad for everyone because when 1 nerf comes it's an endless spiral till everyone is nerfed..
instead I like Brainplay's idea of giving Doc's a Resist buff for it. Would increase the point for more MDoc's
and to solve the whole negate situation.. i like the idea of someone saying they would be persent's.. except even though these arn't close enough to actual numbers it should be something like this...
FR1 20%
FR2 40%
FR3 60%
BR 30%
with Improved E-Drain being 30%
unless FR1 is suposed to equal BR... is this a viable solution that doesn't resolve in needless nerf cry's?
Kresh_Azzo wrote:
Cpl_Fisher wrote:
those are all valid points for a ranged snare, however, electrolight drain is limited to melee range. melee has snares to, specificaly binding strike from fencer. if yo chose not to get a melee snare, then that's your own fault, not mine.
da-bro wrote:
Even reducing the chance this debuff has to stick would not be sufficient. The reasons are as follows:
1. A 2 minute snare on a melee character with no healing is enough to kill them 3 or 4 times over without risk.
2. A 2 minute snare on a melee character with healing, will result in the character having to heal alot and after 2 minute of this, their mind will be shot to pieces and you have then gained a MASSIVE upper hand in the fight.
Basically, when it sticks and if you're fighting a melee character, its all one way traffic in terms of damage for the whole 2 minutes. Resulting in one of the above two scenarios. The only plausible ways to balance Electrolyte Drain are as follows:
1. Reduce the amount you are slowed by the debuff.
2. Reduce the duration.
3. Give the skill huge costs.
4. A blend of the above.
M8, I mean you no harm here because I respect your template decisions, but heals seem to be getting a bit of a kick due to people thinking that dabblers are overpowered. Forcing them to dabble in fencer, I mean *everyone* to fencer is just a bad idea overall. This produces too many clones, as at the moment, most ranged and melee profs seem to have doc/cm 4xxx as a necessary part of their templates.
Gah! I have to eat more $#@!@ food now! LOL. Wish my alt weaponsmith/architect would get this kind of gift!?
cm 4/0/0/0 or doc 4/0/0/0 nessesary?
Tell Vasily that, he won the Valcyn ranged division 2 nights ago, he has NO medic.