Combat Medic Archive
Thread: The solution to all problems?
Here is what I think on these issues.
PvP damage is correct, it is about where it should be. Maybe on the weak side, but spider venom I think was supposed to help that. I did a study and if you put in 75% damage reduction on CM poisons, then your target will be able to regenerate the poison faster than the poison will tick. Look for the post it can't be more than a couple of pages deep, you might find the numbers interesting.
The 96 meter range thing needs to be fixed, throwing from water needs to be fixed, throwing through walls should be fixed.
Mind damage needs to be healable, this is the one thing that has remained constant from day one in this game and Istill can't believe that SOE has not fixed this yet, well yeah I guess I can.
I am probably one of the only CMs you will find that thinks disease is useful and is about where it should be.
I also think that resists need to be looked at as well. I think a player should have a little better chance to resist poisons, in particular the area of effect poisons. I wouls also like to see us have some debuff abilities though I know that is what disease is actually meant to do. I would also like to see some state effect poisons added to our class but only if state effects actually meant something in combat which I currently do not think they do enough.
I hear CMs complaining about the rarity of good resources, and I like this. It means that you have to work to get the best poisons and diseases this is an outstanding balancing point that many people seem to forget about.
I don't want to see a poison gun, I don't really care to see damage mitigation.
I would like to see a poison and disease innoculation that we could use to make a little extra cash, but to be honest only PvPers would really ever need it.
I would also like to see an area cure poison for us. I would like to see it balanced against the potency of the poison though and not be so effective that poisons became useless.
Finally I would also like to see an immunity timer of a sort on re-poison.
Of course I will be patient and see what the combat rebalance has in store.
Message Edited by Obata on 05-13-2004 02:51 AM
RhenGordon wrote:
Well of course that is only if you are not getting the beastie hung behind a harvestor while you are poisoning it.
Uh,...THEY FIXED THAT!
Geez don't the griefers ever read the boards or log in screens.
I disagree with the 75% reduction. We're still underpar with all other combat professions in dps but we have the advantage or not keeping them in sight after application. Average poison at Master level does 500-600 every ten seconds. Thats 50-60 dps. A 75% reduction makes it 125 or 12.5dps. I can beat that with a cdef rifle. And to top it all off if you had read the other forums instead of griefing on ours you'd see that there is a mind poison damage mitigation spice coming with the smuggler revamp.
I disagree with the removable of the 4sec freeze. Its gives all other combat professions the opportunity to target and eliminate us while we are applying our stuff. If they miss out too bad.
I agree there should be better foods or tapes that will give people more of a chance to resist our poisons. As it stands once I'm in range and touch a button I dont have to worry about it missing...only the headshot missing me is what I'm worrying about.
I'd like to sacrifice all of my diseases for the ability to poison substats. Diseases err mind disease can be nice in prolong fights but isn't all that much of a help in small group or single PvP (the disease/poison incap thing is a fluke, has been said as much by the devs, and is on the board to be fixed) add to the fact that while you gain battle fatigue fromthem, it takes almost a full duration to make it large enough to have an impact. In PvE its even worse since it will takes so long to do any decent sized damage.
PvE our poisons take forever to work. Yeah you can solo an ancient krayt as a MCM. Its only going to take you..umm..1 hour to do it even if you manage to stack area and single B's and C's (A's get resisted ALOT and B's do as well unless you play with the potentcy)