Combat Medic Archive
Thread: MASSIVE NERF for CM's on TC!!
It is not just the changes they are considering now it is the preponderence of negative changes they have made to this profession. Other than the no incap poison change no 1 thing hashit CM hard enough to cause much of an uproar, but look at all the little things we have lost over time with little or nothing given in return.
No exp for pet healing.
poison and/or disease can't kill.
poison and/or disease can't incap.
poison and/or disease doesn't land on metal NPCs
poison and disease cures are more effective
/healmind causes wounds to the user instead of being a new stim.
no exp for self inflicted damage ie. people useing special attacks
decrease in range
and i am sure i have left some out (at work getting interrupted ![]()
When you add these all together you get a class that is significantly weaker and much less wanted for PvP groups especially and even some PvE groups. Where does it stop? When does the Dev responsible for CMs look at the total consequence of all the changes and not just the individual things each change was put in for?
Until or unless someone has a handle on the total overall picture of what the CM can do and how all of these changes has affected that we can't sit back and say .... 'well this one small change seems reasonable' 'we can live with this'. If we do we are going to be nerfed out of existance as a viable class 1 tiny bit at a time.
Albaka
Valcyn
I've just dropped CM, and taken up unarmed to go TKA. I can now do MORE damage with just Unarmed 3 then I EVER could as a CM. Warcry, Stun, Intimidate then blind, and just pound away with the VK's. 150 Damage per second with my VKs in PVE. So not only can the target not fight back effectively but I outdamage a master CM with a weapon I'm not even qualified for yet!
Outrageous.
Give the CM mitigation of his/her own, vs poison and disease, and consider craftable partial-vaccines against poison and disease that can be applied to other players.
That said, the rest of my thoughts:
Do away with the inherent +1 'nerf/fix'. Limit it to ONE incapacitation. Balance the potential incap with the vaccines, by having the vaccines enforce the +1 rule as well as reduce the damage per tick of the poison/disease, with a small chance of removing it completely. DO NOT cause the vaccinations to increase the chance of total resistance. Save that for rare loot items, and keep it on a small scale.
The range reduction is acceptable... but obviously not liked. Just think though, we might have pre-nerf CM packs.
AT-ST's should have two bars; one for mechanical damage (the machine), one for biological damage (the crew). Bio damage should incapacitate the machine, but not destroy it, and be healable. Mechanical damage should destroy it, but be repairable by DE's/Engineers or whoever the almighties deem worthy. I'm also of the opinion that requiring Engineering IV would be a reasonable way to pare down the total number of AT-ST's in play.
And, as always, my combat-system rant:
The three bars are meaningless. Health should be the only one that incaps, action should dictate physical special attack capacity, and mind should affect the quality of all attacks and overall player capability. Having drained/attacked/low mind pool should make your character groggy, miss shots, lose the ability to dodge, take more action pool damage from specials, etc. Having drained/attacked/low action pool should have no negative impact except for limiting specials. Obviously this is a complete system overhaul, and will never happen, but it is nice to think about the depth it would bring to combat. Although, I am told that the new system in testing is a huge step in the right direction.
Welp, here's to hoping that I get some attention for these thoughts. Sorry, as always, for the post-length. What can I say, I'm a verbose fellow.
liar, max range is 80m, why do u have to lie?
Come to Starsider and duel me from exactly 90m on flat terrain and I'll toss one for exactly 90m.
jini
I agree with you completely Lexy. CMs have a good deal of power on the healing side but they have leached away our offense so badly that the profession is no longer worth the skill points we have to spend to master it, and i personally include basic scouting and basic artisan as part of the skill points needed to be a MCM. I know many will disagree with that last statement but if you can't get your own resources you are monetarily crippled as a CM because there is little demand for our products (demand is getting smaller every day due to people quiting CM). Also there are very few resource gatherers that look for CM stuff, on Valcyn i almost never see CM specific resources for sale anywhere.
If you combine Doc with TKA you can switch your HAM to mind, buff yourself in the other stats and be a killing regening machine. I watched a person with that set up kill GSPs constantly (as many as 5 at a time) and never need a heal it was quite impressive and left me feeling useless.
I hate to think about giving up CM but i am finding it harder and harder to justify keeping it.
Albaka
Valcyn
but you cannot stack two bleeds while you can stack a bleed and a poison.
Um... YES, you CAN stack different bleeds. In fact you can stack bleeds in different pools as well as different strengths of bleeds in the same pool. (Healthshot 1 and Healthshot 2, and mind bender for example). Guess, what... they must have done a stealth nerf because I can't stack diseases any longer... try it, doesn't work. And guess what, that's not even the worst, commando can stack 4... yes, FOUR different fire dots on you, all of which can incap. (But that's practically impossible to do since your likely dead on the first shot anyway... 6,432 damage from a flame thrower in on shot people... yes, I have screenshots to prove it).
one of the best things i thought CM had over docs or medics is the range we provided...having a MCM in the group meant other ppl could be assured that that glowing globe of healing will hit them when they need it..yes in small groups i would shoot too...and i used speed sliced/ speed powerups to cut down the weapon speed on even a pistol...but as some1 who went to CM as a support role with combat in PVE and a 50/50 in PVP...i had always made to types of poisons for pvp...my long range gifts and short range enders...and carried health poisons for pve...and action poisons can take ppl by surprise too...especially ones that like to spam specials
what they should rahter than cap the ranges is...A) make poisons and heals seperate systems...B) make the experimentation process more dynamic...so if you experiment range it also lowers the effectiveness...so you can put all your pts into range...but its going to lower the effectiveness...this will make it soo you can still throw the 70m+ long bombs...but there is a intergrated system that makes it less effective...whereas you can make it a little shorter range and boost effectiveness
the droid/machine no poisoning thing isnt as big a nerf as the +1/non-incap was...let alone the aggro issue...or the low dps...which i slightly agree with...we shouldnt be as high a dps as say a commando or some of the other weapon elites with specials...but i should be able closer to them than i am to a basic starting prof
dunno...ive played other profs and continue now...but cm has always been my fav and i hate to see getting gimped more
dam i forget this....to the post about the mind heals being a boon...thats a joke
in 1-2 mind heals id be no use what so ever for healing...and yes...i played a twi'lek (cause i changed to CM much later in my chars life) and it caps at 500 will/focus...so when each mind heal gives you 50 wounds in both will/focus...well healing gets much more interesting...and even myfriend a mon cal mcm/mdwould only get 1-2 more heals before he was fried...so instead of the combat types dropping to mind damage you have the healers dropping...gee wonder how long those other players are going to last without that heal every 30secs or so??
if anything they should have made it another stim for use to carry...that had a much lower base rating than a comparative HA stim...
and with the new changes to range and such...whats the point beyond getting the support tree and buying the meds/poisons from a mcm/md player merchant..other than the cm effectiveness??
You'd better drop other class and become CM/rifleman, very powerful combination, yet with serious mind requirements.
Yes, max range I get on Eclipse is 98 meters and range on my strongest packs is 84 meters, so its far beyond 64m.