Combat Medic Archive
Thread: Combat Medic State of the Profession
I like option 6 the best, but it would cause too much of an outcry. I have to sit there aftera combat classincaps me over and over why shouldnt they suffer the same.To prevent the cries of nerfoption 3 with the added dizzy effect after the first incapwould be the best.
We still need defensive bonuses. KD, ranged, and melee. Combat medics are pretty hard core dudes. They have received their fair share of the medal of honor in RL.
Has anyone noticed almost all MOBs do mind damage now. This needs to be reversed. From what I have read mind heal causes mind damage. Not worth it! when everything causes mind damage. We'll be out if action in a couple minutes.
Will they ever make poisons effective in PvE? There is such a dispairty between flame DOT and poison DOT. From the last time I checked cyanide kills faster than napalm. If they had to make anit PC poisons and anti creature poisons. Need a way to put out the flames!
we should be able to heal mind damage without causing wounds to ourselves. I am not going to use mind heal if this is the case. Not worth it. Should be the typical mind damage on use.
Umm, Thunderheart. While you're at least paying a moments attention to our board, think you could get whatever Dev's would be necessary to take a couple minutes and write up a "Devs Vision of the CM profession" post?
Nothing long or intricate necessary, but there is so much rancor towards and among us because no one is really sure what we are supposed to be.
And hey, it could be a great parting gift for Kavedawg to get the CM field unified as to what we actually are and start agreeing on things rather than fighting each other over what we *think* is the Devs vision for us ![]()
I like 5.
Poison should kill. It gives plenty of time to get cured this way, but if you are out in the boondocks you won't do the incap dance forever while trying to get to town for a heal, you will die and clone.
Also, poisoin DoT's seem to "escape" the 75% pvp reduction, meaning that an area poison can incap a crowd in 2 or 3 ticks.
sumanikaeda wrote:Also, poisoin DoT's seem to "escape" the 75% pvp reduction, meaning that an area poison can incap a crowd in 2 or 3 ticks.
Thats cause the damage AOE poisons and single target poisons do are in line, in fact underpowered compared to other professions. Dev's have already said CM damage is fine. 500 damage in 8 seconds is fine, your proposal with a 75% reduction would mean we do 125 damage in 8 seconds which is clearly wrong.
Wow... wow... Yeah, time to either pick up doctor
It seems that everytime I participate in pvp i'm poisoned.. And I totally like the idea of it being in pvp.. but now, if I go overt, it's just a chance to get a shot off, get poisoned, then just wait for those two ticks to incap me. Just seems wrong that one CM can come in and take an entire base.. but can see how it's supposed to be that way I suppose. Chemical warfare and all.
BenderTheGreat wrote:
Umm, Thunderheart. While you're at least paying a moments attention to our board, think you could get whatever Dev's would be necessary to take a couple minutes and write up a "Devs Vision of the CM profession" post?
Nothing long or intricate necessary, but there is so much rancor towards and among us because no one is really sure what we are supposed to be.
And hey, it could be a great parting gift for Kavedawg to get the CM field unified as to what we actually are and start agreeing on things rather than fighting each other over what we *think* is the Devs vision for us
hehe, I don't know if there is a clear vision of what the role of a CM should be, I would rather the dev's sat down for a long while and thought about it before blurting out something to base the profession around. I have posted this issue in a few spots on the correspondent forum and I know that Thunderheart will see it if he hasn't already, also the dev that the CM profession falls under will see it. Just give it a bit more time, when the whole City / mount thing is over ( It's close now )everyone will probably be seeing more of TH.
#3
Does the +1 cap really solve the no xp, no faction, no loot problem? I was killing some PvE imps with poison, as well as plinking them with my pistol. A rifleman jumped in and started shooting them up. Even though my poison did the majority of the damage, the rifleman got the lion's share of the xp.
It sounds like the +1 cap workaround will only work if there are not other characters competing for the kill. If poison damage does not count, the competing characters will be able to take the xp every time.
Id have to vote on 3.
6 would be histarical, but i dont think it would go over to well