Combat Medic Archive

Thread: AOE Cures for AOE poisons

Peleas
Thu Sep 11, 2003 9:26 am
#53

You know skywalker, I cant tell if you actually are and idiot or just pretending to be one.


Let's see, a 15-20 meter poison cure that works in one shot, uhh what exactly are combat medics spending all those extra points for again? To have some ninny who isnt even close to master doc completely neutralize our attack?


What throws me for a loop if that you somehow consider this to be a real solution. Apparently you lack enough gray matter to do more than poweryour autonomous nervous system and flail at the keyboard randomly, what you would call posting.


Doctors are not meant to neutralize us, any more than they neutralize health and action damage. You see, brain surgeon, if doctors could neutralize everyone elses attacks then no one would ever die, so according to your philosophy doctors are one screwed up class since you cant even handle straight damage, never mind anything more advanced. Now, if all medic classes are supposed to MITIGATE damage instead, then we're working alot better, doctors should get a cure C that actually works in one shot, but also remains single target only, thereby making poisons something still to be feared, but also manageable.


Unfortunately, those of you doctors that ride the short yellow bus seem to have this growing need to be all powerful, to the point of suggesting you get mind buffs/heal/aoe one time cures, and as suggested by the most special of you, reducing the healing ability to 1/3 of it's current effectiveness for CM's. All of this in one package too! So not only will our poisons be useless, but we wont be able to heal for crap either.


Get back under your bridge.

skywalker007l
Thu Sep 11, 2003 4:11 pm
#54

Peleas are you blind? Can you not read posts? I said the AOE cure should ONLY be given to MASTER doctoers...there goes one of your flimsy arguments. And learn how to write if you want to insult someone. Peleas wrote, "I cant tell if you actually are and idiot or just pretending to be one." And? Is that the way we write? Go back to school and try not to make a fool out of yourself again.
P.S.- maybe you didn't read my sig., but this "niny" is a MASTER doctor, I am sorry if you are too jealous to act civil.



Callopo Noak
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skywalker007l
Thu Sep 11, 2003 4:13 pm
#55

edit: doctoers=doctors



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

ShadowoftheVoid
Thu Sep 11, 2003 4:57 pm
#56

Just cause you're a master doesnt mean you know your class let alone another class well enough to make any kind of reasonable and helpful suggestion. As it is our poison packs arent reliable AND drain our mind as much as healing. If they up the cure chance/effectiveness that ONLY negates CM poisons and considering i can do more DoT stacking healtshot1/2 than with a poison pack means this is NOT the solution...just means the doctors can neutralize yet one more class and gives us more junk in datapads, crafting tools, and useless skills. Now considering you're not even trying to seperate PvP from PvE...also shows your lack of intelligence and the fact that you obviously have no clue how much harder it is to do CM and try anything else. Poisons by their very nature are more insidious than bleeding wounds...poison's oughta get worse over time as they start taking over more and more (would be an interesting fix for PvE)...but they dont...and plus they dont stack...so you will not do the same damage as bleeders. The only reason ppl are screaming about poisons is that atm the mind bar is the prime target in PvP and the biggest restraint in PvE...we just happen to have something that will effect numerous ppl all at once.


As to the doctor getting AE cures...**edit** no...the concept of a doctor is he focuses on one patient at a time...whereas the CM is trained to help as many ppl as possible cause they dont have access to a doctor or they wont make it to the doctor.


CM = EMT


Personally i think the doctor should have a penalty when trying to heal in combat seeing as its NOT a field profession. But then we'd need a stabilize or something so that we could temp stop any effects and drag them to the doctor out of range of hte cbt





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David25
Fri Jul 30, 2004 4:22 am
#57


And the sad thing is they're giving it to the mofo docs.



Docs are the Combat Medics in disguise.../shrug



I swear, I never wanted to believe it, but they are nerfing anything that dares hurt the jedi. I bet Fencer and TKA are next.

Message Edited by David25 on 07-30-2004 06:23 AM

Jandir
Fri Jul 30, 2004 4:24 am
#58

So they actualy do listen just takes them a year to fully understand what your saying and think about it and then put it in the game. Talk about fast turn around.



OMG PWNED WOOT LEET I AM SO UBER
Bob_the_tomato
Fri Jul 30, 2004 5:11 am
#59


David, you're a bit misguided.


On Test Center, Jedi could cure poisons and diseases in one hit.


When the revamp went live, the Jedi ability to cure poison was nerfed. Now it takes 4-5 applications.


If the devs were really out to nerf any threat to Jedi, then our cures would never have been nerfed.


People have been complaining about CM's for a year now. I'm glad the devs put my idea into action. Where are my royalties?

Message Edited by Bob_the_tomato on 07-30-2004 05:12 AM



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David25
Fri Jul 30, 2004 5:20 am
#60

Isn't it a little odd that CM has recieved 2-3 "fixes" in a row soon after the jedi patch, after the devs said the profession was perfectly balanced?
Bob_the_tomato
Fri Jul 30, 2004 8:00 am
#61

The CM nerfs are rolling in because of the combat revamp delay. I'd say people quitting the game is the reason for the CM nerf, not Jedi.


Like I said before, if they wanted Jedi to be safe from CM's, they would have un-nerfed our cures rather than add new skills for Doctors.



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Morath360
Fri Jul 30, 2004 8:51 am
#62







David25 wrote:

Isn't it a little odd that CM has recieved 2-3 "fixes" in a row soon after the jedi patch, after the devs said the profession was perfectly balanced?






Where does it say they were "perfectly balanced". Also, I think CM's went on for so long as well because of the combat balance. Now that that is going to be delayed, they needed this desparately to help pvp. PVP is much funner with the heavy poisons missing..

Edit: Ahh same thought as above. Had to step away for a moment..

Message Edited by Morath360 on 07-30-2004 08:53 AM



----------------------------------------------------

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Nanuu
Fri Jul 30, 2004 9:16 am
#63






Bountyhunter wrote:

I agree its not a docs job to be healing in the field anyway.. thast what the COMBAT in CM is all about... we are the front line medics.. Docs belong at the back of the fight....


You are correct, docs stay in the back lines, if people get poisoned or diseased they run to the doc for cures.


if anyone should get AOE cures give it to us.... why shouldnt a toxicoligist/Chemical weps expert...be able to know how to cure what he develops...


Why? I'll tell you why. First of all, AOE ranged healing is the CMs turf, not AOE. Doc's AOE cure is point blank and radiates from him, you still have to get next to him to get cured....still leaves them in the back lines. If you give CMs the cures, then whats going to happen is more people are going to become CM to counter the existing poison lobbing CM's which, in effect, is going to bring MORE potential poison into the already poison bloated system. Giving the Docs the AOE cures will bring balance to the population of docs vs cms. Otherwise you will be multiplying the population of CMs and poisons.


doesnt make sence to me.. I hope it does now.










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David25
Fri Jul 30, 2004 9:43 am
#64






Nanuu wrote:





Bountyhunter wrote:

I agree its not a docs job to be healing in the field anyway.. thast what the COMBAT in CM is all about... we are the front line medics.. Docs belong at the back of the fight....


You are correct, docs stay in the back lines, if people get poisoned or diseased they run to the doc for cures.


if anyone should get AOE cures give it to us.... why shouldnt a toxicoligist/Chemical weps expert...be able to know how to cure what he develops...


Why? I'll tell you why. First of all, AOE ranged healing is the CMs turf, not AOE. Doc's AOE cure is point blank and radiates from him, you still have to get next to him to get cured....still leaves them in the back lines. If you give CMs the cures, then whats going to happen is more people are going to become CM to counter the existing poison lobbing CM's which, in effect, is going to bring MORE potential poison into the already poison bloated system. Giving the Docs the AOE cures will bring balance to the population of docs vs cms. Otherwise you will be multiplying the population of CMs and poisons.


doesnt make sence to me.. I hope it does now.













It still doesn't make sense, mainly because CMs should be the healers in the field, and docs being the ones in the pre-post fighting.


Inoculations, buffs, wound healing, rezzing, ALL makes sense for docs. State cures, poison, and fire cures don't. DIsease heal would make sense as well...somewhat.


They've made doc the be-all end-all healing prof in this game......period


And as for too many people quitting..you all do realize PVPers are the minority....right?
Bob_the_tomato
Fri Jul 30, 2004 9:47 am
#65

Uhm, Doctors do not healincombat as well as a CM. A CM can heal an entire group from range in the same time a doctor can heal one person.


The LAST thing this game needs is MORE cm's. So I am glad they gave it to docs.



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