Combat Medic Archive
Thread: So what are CMs going to gain to mitigate this nerf?
SolSpur wrote:Granted, TKM can do a little more damage than CM in PvEDo you seriously think tkm can do "a little" more damage then cms in pve?A cm at best can do about 600 damage, once every 10 SECONDSA tkm can do double every second.Either you dont know anything about CMs and just mislead or your a troll. You decide.
What if hte Mob is 100% Resistant to the Mob? Ever think about that..... TKM has become a null profession in that case
Im glad these changes are going into effect - Maybe I will PVP again. I hope Buffs & Armor are next on the Minor Fixes (Make Faction Armor the Strongest)
- Takai (Wanderhome)
Happymob wrote:
Gavvot wrote:And even if CM is partialy combat related, it is not an elite combat prof.
Combat medics are completely combat related. We have nothing we can craft that can be sold (except to other combat medics). We have no abilities that are traditionally used outside of combat medic (unlike docs, who have buffs). We are 100% a combat profession (though not 100% damage dealing).
Well, yes, I didn't express myself very clearly.
Yes, you are completely combat related.
But you are not damage dealing related.
CM role is not primary damage dealing.
It's support damage dealing.
And great healings.
The oposite of damage dealing is not money maker.
It's combat that create money in the system.
Crafting only destroy it.
CM is fully a group profession, and as far as I know, money is always shared in a group.
Oh, and maybe not for you, but for me, buff is 100% combat related.
Does CM worth the skill points?
Well, maybe, maybe not.
But that's your skill point, you can do whatever you want with them.
Do you think MDE worth 140 skill points?
Gavvot wrote:
Do you think MDE worth 140 skill points?
I let this slide in the earlier post, butmaster droid engineer is not 140 skill points. It is 92 skill points, like every other artisan-based profession. Granted, they have a very heavy need for master artisan products, so most DEs go ahead and get master artisan as well (the 140 skill points), but there is a difference between a skill requirement and something that is "very nice to have". Chefs depend extremely heavilyon bio-engineers, but that hardly makes them a 213 skill point crafting profession.
For what it's worth, I think that droid engineers do get a raw deal on dependencies compared to the more lucrative weaponsmith and armorsmith.
SolSpur wrote:Granted, TKM can do a little more damage than CM in PvEDo you seriously think tkm can do "a little" more damage then cms in pve?A cm at best can do about 600 damage, once every 10 SECONDSA tkm can do double every second.Either you dont know anything about CMs and just mislead or your a troll. You decide.
Well, I'm TKM.
I know I can't do 600 dmg in 10 seconds in PvP.
Even against a non combat prof.
Do the math.
Assuming a TKM do 1K dmg per headhit 1 (truth is less but anyway).
PvP reduction, 250.
Basic kinetic resist most armor have :80%
After armor : 50.
So, even if the enemy has no dodge/counterattack/block, no toughness and no melee defense, the TKM still do less than 600 dmg every 10 seconds.
If, by any luck he can land a KD, for sure it'll increase his damage output.
But in PvP, that's once in a big while.
I didn't added the damage modifier depending of the weapon the enemy is wearing, so indeed damage can be a little higher against for exemple a rifleman if he decide to stand still and not move in front of a TKM...
And that's if the TKM is using a good damage sliced VK. Wich will cost him alot of HAM for every special.
Beside, most of the people think that TKM is THE ultimate damage dealer.
That is far from the truth.
The truth is the damage output of a TKM is one of his weakness.
The TKM job is tank.
His job is to pick and keep the aggro.
That's why he have high speed and accuracy.
As he's supposed to take alot of damage that's also why he does have pretty good defense.
And it's the same reason that his main advantage are states attacks.
That's why in PvP a TKM against an even partial doc that can heal states is toasted.
Happymob wrote:
Gavvot wrote:Do you think MDE worth 140 skill points?
I let this slide in the earlier post, butmaster droid engineer is not 140 skill points. It is 92 skill points, like every other artisan-based profession. Granted, they have a very heavy need for master artisan products, so most DEs go ahead and get master artisan as well (the 140 skill points), but there is a difference between a skill requirement and something that is "very nice to have". Chefs depend extremely heavilyon bio-engineers, but that hardly makes them a 213 skill point crafting profession.
For what it's worth, I think that droid engineers do get a raw deal on dependencies compared to the more lucrative weaponsmith and armorsmith.
As far as I know, BE tissue are very usefull to enhance food.
They are not required part of every single food a chef can make.
Without MA, a DE can do about MSE BOOM droids, and maybe a couple others droids.
He'll need novice DE for the MSE and Master DE for the detonation module.
MA is not something very nice to have for a DE, it's an unwritten requirement.
Take a look at the droid schematics before arguing on that...
And I'm not even talking about the need of some merchant skill to have a chance to sell something.
Message Edited by Gavvot on 07-30-2004 08:15 PM
Kaejz wrote:"Ok if we are a "support profession" ask yourself this...
When was the last time you "needed" a CM?
Now ask yourself if you had the choice of having a Doctor or a CM in your group which would you choose?
If you answer either of those questions truthfully you know we are not much of a "support" profession. So explain to me what is our role? Why have we invested 169 in this skill when I could have saved myself 29 sp's and been a docotr instead?"
The last time I needed a CM? Two nights ago on the Corvette when I was tanking an SBD. Needed 3 mind heals during that fight.
I usually have both in my group, but if I had to choose I'd take a CM over a Doctor. Rarely do I die, so res packs are useless. A CM on the other hand can heal mind, MUCH more useful to me.
Those 3 mind heals would have taken the cm completly out of the fight, no more stims, no more mind heals, no more poisons
Niamb wrote:
Like I said...Throw us a bone here.
End of the day. Most CM's know in their hearts that their poison and disease really did unbalance PvP. While the changes are warranted and makes sense, what doesn't make sense is the fact we are a lot taken away from our profession and nothing in return.
When was the last time a CM ever had some love from the Dev's? It simply one sudtle nerf after another.
If they had given us either the ability to innoculate or the ability to cure I dont think most CM's would be screaming right now. If they dropped the ranged support requirement for CM, that would be throwing us a bone as well.
Most of us are not asking for a lot. Just something to make our profession usefull again.
The best thing for our profession? A armor and buff revamp.
I just do not see how this is going to ever happen.
We would have to deal with all of the whiners who would cry....I can solo a krayt anymore?
Well guess what? You never should have been able to do it in the first place.
This is the same argument the pvp crowd cried to get CM's nerfed. I somehow doubt the same cries will work for the Armor and Buff issue.
Niamb wrote:
CM is an uber elite profession, or should be based on the skill points it requires to master. I knew there was a balancing coming. This seems a bit harsh, but I imagine (hope) it will see some tweaking in TC. I see what CMs are losing. I see what Docs are gaining. I don't see what CMs are gaining?
Combat medic requires a lot of skill points to master. It should be extremely effective in something! Now, CMs will be ineffective in offensive PvP. No one will want to to buy CM poison or disease packs anymore so they lost theirmain source of revenue. Mindheal is so damaging it is a worthless skill.CMs are totally ineffective in PvE. Area heals are nice, but Doctors can do so much more and with less skill points invested.
I could see the handwriting on the wall and I knew a nerf for CMs had to be coming, but I thought they would throw us a bone. Make it so a CM could solo like a TKM in PvE by making poisons and disease more effective against NPCs and MOBs. Give us the poison and disease resist buffs, not the docs. At the very least make docs dependent of CMs for poison and disease resist buff components. We're dependent on them for many of our subcomponents. Buffs and advanced armor have made area heals pretty close to unnecessary in most situations. I see what we're losing, but where are the compensating abilities that will make this profession worth the skill points it requires?
You're ignorant. CM's will still be just as powerful as before.You are just crying becauseyou can't stickpeople with 1000 dis/pois 100% of the time now. CM's are NOT being nerfed they are being Banlanced to have less then 100% chance to stick a person with Uber Pois/Dis. They are also being counter-balanced by the doctor profession.
So instead of being a cry baby. Think before you talk,because CM's have longbeen the determining factorin PVP inthis game for far to long. Some CM's will scream nerf and some will just accept it and continue to have fun with it, while 99% of the players will scream Balance. And I happen to be one of those 99%
CM's are great for keeping groups alive. I always being my CM Friend with me when I hunt and he very rarely does anything but throw stims at us. Every once in a while he will shoot his rifle, but he makes more of a difference healing then he ever would Attacking.
And because CM is a ***SUPPORT*** Class (Yeah imagine that) you don't need to fight in the first place. Just being in the group ensures that you get a piece of the Missions Payout. So for the love of all that is good in this game don't cry about not getting money. No CM's can't buff, but whoopie freakin do. Missions will make you 70% more money then being a buff bot anyways. Because you choose not to run mission (And that is how I'm reading your comment) with a groupits your own fault that you don't make money. The medic/doctor/cm is a support class......So now you will have that chance.
Now that's strategy for you!
Kragen77 wrote:
Arcurium wrote:
As buffs, armor, and weapon damage gets a hefty beat down, the importance of combat medics in groups will become of greater importance. Right now, other than buff packs, doctors have very little use in PvE. If you followed an armored, buffed TKM around hoping for medical experience, you would be wasting your time. They are hardly damaged at all. And they can heal their own wounds. Wait for more changes, then the usefulness of ranged and area stims will prove itself much more useful.
,Veusheesras Teacas
I agree, but the question is will it happen.
As a guildmate of mine said. Buff and Armor revamp is one of the sacroscant types of issues which folks always threaten to quit about. If a TKM, Swordsman or Commando..etccan't suddenly solo a high end mob they will cry till the cows come home.
I hope the buff/armor revamp happens, but I really doubt it will
Absolutely right.
Nerfing armor and buffs will radically transform the game. Those of us who were around just after launch will dust off our old tactics. But for those who have only been around in 2004, this change will be a radical one, particularly with the crybaby min./max crowd...the ones who brought you this nerf of CM.
Niamb wrote:
CM is an uber elite profession, or should be based on the skill points it requires to master. I knew there was a balancing coming. This seems a bit harsh, but I imagine (hope) it will see some tweaking in TC. I see what CMs are losing. I see what Docs are gaining. I don't see what CMs are gaining?
Combat medic requires a lot of skill points to master. It should be extremely effective in something! Now, CMs will be ineffective in offensive PvP. No one will want to to buy CM poison or disease packs anymore so they lost theirmain source of revenue. Mindheal is so damaging it is a worthless skill.CMs are totally ineffective in PvE. Area heals are nice, but Doctors can do so much more and with less skill points invested.
I could see the handwriting on the wall and I knew a nerf for CMs had to be coming, but I thought they would throw us a bone. Make it so a CM could solo like a TKM in PvE by making poisons and disease more effective against NPCs and MOBs. Give us the poison and disease resist buffs, not the docs. At the very least make docs dependent of CMs for poison and disease resist buff components. We're dependent on them for many of our subcomponents. Buffs and advanced armor have made area heals pretty close to unnecessary in most situations. I see what we're losing, but where are the compensating abilities that will make this profession worth the skill points it requires?
You're not supposed to be a powerful offensive profession. You're a SUPPORT class.
If you don't like healing, and supporting your groupmates, pick a different class.
Ok give us something to support then!
Nerf armor and buffs so that people will need to have a healer with them when they go out in a grp.
I like healing as much as the next MCM, but we need targets to heal. Watching someone lost 5 to 10% of their buffed HP's while fighting a nightsister or a krayt is no fun.
Give us stuff to heal...nerf buffs and armor