Combat Medic Archive

Thread: About the 75% PvP Nerf Rumour in Pub9...

Happymob
Thu Jun 24, 2004 6:57 pm
#53






Ternque01 wrote:





Happymob wrote:





Bennyboy4308 wrote:

You honestly think combat MEDICs should be the most powerful profession in the game???



So I guess to answer your question, no, combat medics should not be the most powerful profession in the game. But in large action PvP, they should be tied for first (excluding jedi from the conversation). What makes you think they shouldn't be?





My combat team's first target is always an offensive medical class. This is unstarwarsy. To answer your question, that is why I disagree with your appraisal of the situation.




Before I leave this discussion, I do want to touch on this once more.


Bounty hunters costthe mostskill points. But a bounty hunter should be (they clearly aren't right now) the ultimate 1-on-1 fighter. They are all about tracking someone and collecting a bounty. They are not about group action, except to the extent they can shoot people, just like a carbineer or rifleman.


The next teir of combat-oriented skill point costs are the commandos and combat medics. There's also no question that commandos are not worth 169 skill points right now, primarily because they only have 1 useful tree. So they need help. But combat medics are a unique case as all of their elite skills are geared towards group action. A combat medic can't heal themselves any better than a master medic can. But they can heal a group well. They can also poison and disease groups. And they can heal people at a distance. All group oriented skills.


As a result of them getting very little solo benefit from the profession, their group benefit has to be sufficient to justify the skill point expenditure (a similar situation happens with squad leader, which while it is cheaper is even more group oriented).


You can master 2 ranged or brawler-based elite professions with the skill points required for combat medic. Yet, solo,a CMcan't do much of anything. Ultimately, this is why I think combat medic should, at worst, be the second most powerful profession in groups (after squad leader). But please note, when I say "power", I do not necessarily mean offensive might via damage, but instead total contribution to team victory. We absolutely should contribute more than a master rifleman to a group victory. If we don't, we might as well all become riflemen. Also, please don't take this to mean that I think we aren't too powerful right now, because we clearly are.



Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


jfang
Thu Jun 24, 2004 8:34 pm
#54







Ternque01 wrote:

Well vortexala I have posted here before without mentioning the word nerf, and while I spoke passionately, I kept it factual. I spoke in my normal tone, and had no intention of coming off as harsh.


Anyways, I'm sure you're tired of hearing me speak. Let me just close by saying that I am deeply sadened by the news that the devs see the CM profession as not needingfixes (I'm not gonna say nerfs, because nerfs suck). I love PvP, but I can't stand this. Thanks for your reply vortexala. I know you grow tired of being "political" with "people" like me, but I could care less if you are political. Compassion is all I care about. Anyways, thanks for addressing these issues with the devs (who seem to strongly defend these imbalances). Thanks for telling me that Jest3r is the one to bother about this issue that kills the fun in PvP for me.






To begin with, even if something is spoken "passionately but factual", it can still be trolling. For example, bringing up the range issue is completely factual. However, it has been discussed so many times by this point, and it is a strong rallying point for trolls, so such it is naturally trolling. The poster may not realize this (and if new to the forums, probably will not know this), but the post is a troll post even if it wasn't intended that way. (As invariably somebody will say words to the effect of "yeah, nerf CM's they are too strong", and things go from there...)


Second, the devs have never been quoted as saying they "see the CM profession as not needing fixes". In fact, they have been frequently been quoted saying they do need to be fixed. If range is fixed and what not were fixed, it would be great, and go a long way to improving how CMs perform in combat, and the devs have promised that this is being looked at and will be fixed. What the devs have said is that the CM profession doesn't need a *nerf*, which is very different.


And finally, as mentioned before, the combat medic community on the forums have no vested interest in keeping secrets or in overpowering their professions. When Halva came out, the first about 10 threads about it were kept open. It was a new issue, very relevent to combat medics (although overpowering for combat medics in PvP), and was discussed througly andeven though it would "nerf" CMs if it were changed. It's just that by this point, more than 95% of the "new issues" and "guess what I found" posts are about issues well known and discussed in the past (some of them dating as far back as last August or earlier)...


New and interesting discussion, be it ideas, information, or discussions about combat medics power as compared to other professions, is welcome and even invited (even whensuperficially it isbad for combat medics such as the revelation about halva, as everybody has a vested interest in balancing things). However, posts beating dead horses are less welcome, and trolls (intentional or not) are actively discouraged.


Edit: fixed grammer

Message Edited by jfang on 06-24-2004 11:36 PM

Gnuut
Thu Jun 24, 2004 11:14 pm
#55




Ternque01 wrote:
Combat medics should however multiply the total effectiveness of a combat team, but the main classes that do damage should be the combat classes. While your profession says combat medic, you are a medical class profession. You should always play a secondary, but multiplicatively effectualrole in combat.





The problem is our healing abilities are overshadowed by Doctor buffs which boost regen rates to the point where our healing is negligible. Well made Stim Bs give any player with Novice Medic the ability to completely heal themselves in the heat of combat.


I want the Combat Medic profession to be all about healing. I want it to be the end all be all of combat healing. As it is, we are nowhere near that point. Currently we can only heal 5 out of 13 types of Combat Damage.



Speaking as a Combat Medic I'd say you can take away all my diseases and poisons the day you allow CMs to be the only class that can heal while in combat. What I mean is that Docs and Medics would not be able to heal at all unless they are out of combat.


If healing was restricted to non-combat only then I think you would see the CMs usefulness rise. You would see less templates out there that are more or less invulnerable because they can completely heal themselves. You would see less Doctors in combat and more of them would have to take their healing roles seriously instead of as an afterthought in combat.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Brainplay
Fri Jun 25, 2004 5:43 am
#56






Ternque01 wrote:





No offense here vortexala, but the power of CM's and how they make combat "not fun" is a deep concern among a very, very large number of PvP'ers. Concerns need to be voiced, and if you have a better place for people to voice their concerns about CM's, feel free to post some. This is not an issue that needs to be hushed. Halva ruins PvP combat. I personally spend alot of time and preparation thinking about how to counter CM's, but they are always my death. This shouldn't be the case. The SWG community needs to be aware that a combat team with multiple CM's is unstoppable in it's offensive potential. Any coordinated combat team that does mind damage is pretty much unstoppable. The issue of MIND vulnerability is the real concern here. When was the last timeanyone died to a CM health poison?


It needs to be addressed. I know alot of you on the CM board are PvE'ers who honestly believe that their power is balanced - not knowing anything about halva, exploits, etc. This ruins PvP for me. I invest so much, only to see it completely shattered (brandy, dual mind buffs, canape, muon gold,constant travel with docs, and use teamspeak to call for cures). Modern PvP warfare is chemical, with combat classes doing the mopping up. This is not Star Wars guy/gals. Modern PvP warefare is who gets the first KD/dizzy or who does the most MIND damage. Can you honestly deny this? Unfortunately these are the game dynamics we have to work within.


Well i'll stop complaining and actually post something constructive here. This is an issue that needs resolving. I appreciate your efforts vortexala at beating off trolls for your community and for your support of fixing some of CM's inbalances by voicing it to the devs and your community. At the same time, it would be of much service to the game if your community gave compassion to people who are trying to find a place to voice their intelligent and eager concerns for game balance, etc. If it pertains to the fact that 7-8 times outta ten that they die in PvP to CM's, and they need a place to bring this to the attention of the developers, many find that the CM forum is the first place to go. I'm sorry to disappointthese peoplebut game balance issues dont belongin the profession's forums. It belongs in the dev corner although its probably already been reported long before hand.


Personally I feel that you recieve so many trolls in your community because of two reasons. The first is that combat medics are very powerful in that they have many exploits to take advantage of, they eat halva to stack poisons/diseases at an ungodly rate, and that there are few effective counters to very skilled CM's or multiple CM's. The second is that the CM forum is the first place most people think of going to to voice this concern. Its the constant use of the word "exploit" and "nerf" that drives us up the wall here. The few bugs have been addressed already and slated to be fixed. Most have dates for the fix but the "nerf CM" or "remove CM from the game" still keep posting.


Let me ellaborate on the second reason. People come in all shapes and sizes, and all forms of maturity. Unfortunately, the brash people are the ones who get heard first. It seems that your CM forum has been "poisoned" by trolls. I cannot tell you how hard it is to post something contructive in your forum about game balance only to be quickly called a "troll" or a "nerf herder" or one of a thousand different names. The brash people have ruined any sense of trust that you have for other players who truly desire some form of balance. This is where I feel "hushed" or "silenced", or that my very voice is taken away by some people on the CM forum. Unfortunately we are plagued with many of the "younger" generation who cannot cope with open critism or concern and instead of arguing it with research they tend to lash out with "troll", "nerf herder", or other less nice names.


This isn't professional, but it is understandable why you guys and gals feel you need to "keep the lid" on things here. I also sense that the CM community keeps very "hush hush" on posts that clearly show the large strength of CM's in modern PvP. This isn't beneficial to the SWG community as a whole, even though it might seem like a good desicion from your vantage point. I'm personally offended by this statement. We have never kept anything hidden or suppressed on these boards except for the nerf criers who take it over the edge. Havla, 96m range, area effects have all been announced and discussed here.


In closing, vortexala and the CM community, I would appreciate more of an openess to people who are intelligently seeking balance for you profession. To be frank, I'd be estatic if a few of you came forward to the developers yourselves with honest accounts of your classes strengths. We need honesty here.. well i'll say openess. You CM's have a good thing going for you right now, and I don't want to see that ruined. I just want for a little better acceptance around here for "outsiders". I'm not an enemy to you guys/gals. I just want balance, because despite my very vigorous counters to your combat prowess, i'm still left very, very vulnerable.


Let's just come clean and work as one community and fix PvP.







Most of the Combat Medic communtiy want some form of balance to ourselves as well. At the moment we take advantage of the fact that the MIND is extremely vulnerable to attack since our poisons can damage this along with all of the other pools. However thanks to overpowered stimB's, overpowered Doctor buffs, and high resist armor our capacity to actually heal the Health and Action bars are vitually un-needed. There is very little medic in Combat Medics anymore due to the game dynamics. The issues have been submitted over and over to the devs but things are slow to be addressed. Heck we have to wait how many months for a combat revamp while this game gets renamed Jedi vs. Bounty Hunter (and I think BH are on the losing side)? Sadly our ability to damage the MIND is the only real option we have in any PvP action but still we have yet to recieve anything to enhance any combat "support" role


We welcome constructive and intelligent critism on these boards. We will however counter argue a point made with our own views in an intelligent way (although some red herrings will still scream nerf herder eventually). Since we are the best mind damage capable profession in the game people will of course not be happy when they lose to us. Even though the MIND will become healable in the combat revamp people STILL come here and post griefs and that sir really..really annoys us. A total revamp of the HAM bars is on the way yet people are already calling it a "failed system".


Personally I like you dude. You want some game balance like we do but you have to realize the failure isn't in CM's, its in the HAM system. With the revamp I get the feeling that MIND poisons wont be the poison of choice anymore and all poisons will become "battle damage support" that they were intended to be. It also looks like the days of soloing are going to be cut or at least limited (no more swordmen soloing Krayts). I just hope they fix melee's so their potentialdamage output is lowered to match that of all other ranged professions too. The revamp is going to make or break this game until Jump to Lightspeed goes into effect. It has no where near the game content that EQ, DAoC, PS, or even the new CoH has so we are stuck with PvP or the ability to flood the servers with our jedi.


Now if they can just give us something in return for our /healmind ability. Area state cures anyone?





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Ternque01
Fri Jun 25, 2004 11:39 am
#57






Happymob wrote:





Ternque01 wrote:



Combat medics should however multiply the total effectiveness of a combat team, but the main classes that do damage should be the combat classes. While your profession says combat medic, you are a medical class profession. You should always play a secondary, but multiplicatively effectualrole in combat.



I am willing to give upall damage as well, if you give us another way to contribute. Area healing is completely insufficient for 169 skill points and does not, under the current combat system multiply the power of a group. Area debuffs? Area stuns, intimidates, and blinds? Other anti-squad leader type stuff like negatives to accuracy? These all sound great to me, but without a complete profession revamp, the only thing we can do istry to balancepoisons. Removing poisons (without other non-damage stuff added) or a 75% damage nerf in unacceptable to almost every combat medic out there.Fixing the bugs and removing the exploitsand adding some increased defenses (like the smuggler poison mitigation spice) is acceptable to many, if not most of the CM community.


The problem isn't the "nerf CM" cries in general, it's the specifc, repeated screams for a 75% damage reduction.







This is good to know what really urks you guys. I have tried to promote ideas that positively change your profession, and it is good to know the single item that your community hates. I don't think i've every pushed the 75% reduction, but I do support balancing the spider venom (or whatever) that makes 1000+ tick poisons craftable.


I don't want to see your poison/disease capabilities taken away, but I would like to see you guys/gals be the most effective healers in combat as your name suggests.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
jfang
Fri Jun 25, 2004 1:10 pm
#58


No, I did mean "grammer". I thought something was wrong with it, so I changed it.


Anyway, suffice it to say, we *are* putting pressure on the devs to fix these issues. Unless you are doubting what Texxie is doing, these issues are being kept to the attention of the devs. Putting them forward to the combat medic community every day (yes, it happens that frequently, if not more, sometimes) does not help in any way except engender hostility.


Much (although not necessarily all) of what you say is true. All we can really say is that the devs know about the issues you put forward, we are working to get them changed (and even to get some acknowledged as bugs or as designed, such as disease incapping), and to wait for the mind poison mitigation spice and the combat revamp. And in the mean time, doctors are your friends...
Ternque01
Fri Jun 25, 2004 1:54 pm
#59






Brainplay wrote:


Most of the Combat Medic communtiy want some form of balance to ourselves as well. At the moment we take advantage of the fact that the MIND is extremely vulnerable to attack since our poisons can damage this along with all of the other pools. However thanks to overpowered stimB's, overpowered Doctor buffs, and high resist armor our capacity to actually heal the Health and Action bars are vitually un-needed. There is very little medic in Combat Medics anymore due to the game dynamics. The issues have been submitted over and over to the devs but things are slow to be addressed. Heck we have to wait how many months for a combat revamp while this game gets renamed Jedi vs. Bounty Hunter (and I think BH are on the losing side)? Sadly our ability to damage the MIND is the only real option we have in any PvP action but still we have yet to recieve anything to enhance any combat "support" role


We welcome constructive and intelligent critism on these boards. We will however counter argue a point made with our own views in an intelligent way (although some red herrings will still scream nerf herder eventually). Since we are the best mind damage capable profession in the game people will of course not be happy when they lose to us. Even though the MIND will become healable in the combat revamp people STILL come here and post griefs and that sir really..really annoys us. A total revamp of the HAM bars is on the way yet people are already calling it a "failed system".


Personally I like you dude. You want some game balance like we do but you have to realize the failure isn't in CM's, its in the HAM system. With the revamp I get the feeling that MIND poisons wont be the poison of choice anymore and all poisons will become "battle damage support" that they were intended to be. It also looks like the days of soloing are going to be cut or at least limited (no more swordmen soloing Krayts). I just hope they fix melee's so their potentialdamage output is lowered to match that of all other ranged professions too. The revamp is going to make or break this game until Jump to Lightspeed goes into effect. It has no where near the game content that EQ, DAoC, PS, or even the new CoH has so we are stuck with PvP or the ability to flood the servers with our jedi.


Now if they can just give us something in return for our /healmind ability. Area state cures anyone?





You know what, with your post I lay down my guns on this issue in this forum. I will still find better avenues to discuss how ineffective the counters are. I still believe that if this issue were truly pressing to the devs there would be some fixes on the issue slated for publish 9, has anyone seen any? Liik the mind poison mitigation spice was supposed help out in publish 8.... *sigh* *moan*


You bring up good points.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Ternque01
Fri Jun 25, 2004 2:21 pm
#60






jfang wrote:


No, I did mean "grammer". I thought something was wrong with it, so I changed it.


Anyway, suffice it to say, we *are* putting pressure on the devs to fix these issues. Unless you are doubting what Texxie is doing, these issues are being kept to the attention of the devs. Putting them forward to the combat medic community every day (yes, it happens that frequently, if not more, sometimes) does not help in any way except engender hostility.


Much (although not necessarily all) of what you say is true. All we can really say is that the devs know about the issues you put forward, we are working to get them changed (and even to get some acknowledged as bugs or as designed, such as disease incapping), and to wait for the mind poison mitigation spice and the combat revamp. And in the mean time, doctors are your friends...






Unless you have better evidence to support that a doctor can effectively prevent thousands in mind damage from happening, I will not be of your opinion. "Doctors are your friends" Yes, you are right, they are. I never fight without them. They comprise at least 25% of my fighting force 85% of the time. Doctors cannot heal havla spammed diseases/poisons from a group before tens of thousands of mind damage can occur. Doctors must heal themselves first, by the time they heal their poison then disease and find the next person in their group (let's say one doctor tends to three non-doctors) the first patient has already been ticked by 800-1100. By the time they reach their second patient they have a chance to tick a second time, but let's play it cool and say that they don't. The second patient only ticks one time as well (not always the case - most of the time not, but i'm giving you the benefit of the doubt). The third patient ticks two times. In cases where a doc must cure both diseases and poisons, I'd argue that the second patient ticks twice, and the third three times (seldom four).


The math is: doctor = no damage, 1st patient = 900, 2nd patient = 900, 3rd patient = 1800. This is in a well organized heal situation too. Seldom are real engagements this precise. This is a total of 3200 unavoidable and unhealablemind damage. Multiply this by two or three for each doctor squad (1 doc, 3 combatants). Doctors are your friends in this case only because they keep you from dying, but it is a weak counter in even the cleanest cases. Counter this if you feel.


Poison/disease math can average this: doctor = no damage, 1st patient = 900, 2nd = 1800, 3rd patient = 2700 or dead. Total unavoidable and unhealable damage is 5400. Multiply this by two or three depending on the number of doctor/combatant squads in a group.


These numbers I feel are very accurate and actually lenient given real battlefield panic and computer communications limitations.


jfang, I have said this many times before, and if you follow what I have said above then doctors aren't your friend. Given multiple havla spams you can take the scenario above and add another multiplier onto it. It's that bad. That is why so many come here to complain,there is nothing you can do about it, if you are patient number twoor number three on that que you will die in combat regardless of traveling with a 25% doctor ratio and regardless of how much preparation you put into buffing your mind stats.


Like the guy with "brain" in his name said above me, Mind is unhealable and your poisons target mind. Having your mind tick away at 1000+ is gross if your doctor takes more than 20 seconds to get to you. 20 seconds flies.


jfang, feel free to tear apart my doctor math above. Doctors are only good tokeep you alive barely againsta skilled CM attack. Against a multi-person or multi-run single CM, doctors are only good for rezzing.


Also feel free to drop some math on me. Doctors are my friend, but they can do only so much, and despite my rigorous tactics and preparations they are seldom enough. Well... against an amateur CM doctors are effective, but one that actually knows how to fight, that can disappear to the back of his team after an attack, and has coordinated teamates to protect him/her, all the doctors in the galaxy will be to no avail, and I think you are aware of it.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Pahdbacca
Fri Jun 25, 2004 3:07 pm
#61

Did you know that janta blood can be used in poison cures?

Did you know that poison cures can be crafted with over 500 effectiveness without loot drop items (where I have yet to see non-loot drop poisons over 375 effectivness)

Did you know that Doctors can use halva too?

Did you know that bivoli enhances poison curing?

Did you know that BE'd clothing for wound treatment enhaces poison curing?



Find some doctors that know the math



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Ternque01
Fri Jun 25, 2004 3:15 pm
#62






Pahdbacca wrote:

Did you know that janta blood can be used in poison cures?

Did you know that poison cures can be crafted with over 500 effectiveness without loot drop items (where I have yet to see non-loot drop poisons over 375 effectivness)

Did you know that Doctors can use halva too?

Did you know that bivoli enhances poison curing?

Did you know that BE'd clothing for wound treatment enhaces poison curing?



Find some doctors that know the math






In those figures I assume that one application cures a poison. A doctor must make two swipes on a player who is poisoned/diseased. The reason why I attribute more thanthree seconds to cure a patient completely is because a doctor must communicate with his patient, ascertain his/her location, then go and heal them. Using these conditions I figured my estimates.


So yes, Pahdbacca, that was figured in as well.


Under real fighting conditions these ideal numbers that I gave you degrade much much worse as doctors themselves are targeted and destroyed in combat, or when panic destroys a groups focus. These are real thing that were only moderately accounted for in my math.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
Pahdbacca
Fri Jun 25, 2004 3:29 pm
#63

LOL, maybe the Doc should be in a pre-determined spot and the combatants should come to her/him.

In my experience, Curing disease is not as urgent with a 40 second tic


Before the battle, have a plan to designate one or 2 players to keep a CM occupied if they are going to stack all of these items. If I come across a CM that has a combat profession as their other profession...chances are they cannot cure their own poison/disease states...give them a dose of their own medicine. If they are a Doc/CM...pull out a rifleman. They will go down quick enough. Trust me , 8 ranged defence don't go far



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
jfang
Fri Jun 25, 2004 3:30 pm
#64






Ternque01 wrote:


jfang, feel free to tear apart my doctor math above. Doctors are only good tokeep you alive barely againsta skilled CM attack. Against a multi-person or multi-run single CM, doctors are only good for rezzing.


Also feel free to drop some math on me. Doctors are my friend, but they can do only so much, and despite my rigorous tactics and preparations they are seldom enough. Well... against an amateur CM doctors are effective, but one that actually knows how to fight, that can disappear to the back of his team after an attack, and has coordinated teamates to protect him/her, all the doctors in the galaxy will be to no avail, and I think you are aware of it.






I can, but why bother? It's all been talked about before (and a thread about it is on the first page). After I post numbers, the next post will be about needing to have a doctor. Then a comment about CM's being the only professions that forces what professions other people bring about, and the debate continues. There is lies the problem, this has *all* been discussed before. I went back and checked, and nothing new or interesting has been said in the last page of this thread. You might not have experienced it, but it's been done literally hundreds of times before, and the regulars to this forums are sick of it.


If you can find a topic which:

1) has a strong possibility of still being around post combat revamp,

2) has not had an official statement from the devs about, and

3) has not been discussed before (read: we are not currently pushing the devs for it to be addressed).

I will be happy to talk about it in depth. And if it turns out to adversely affect the game, I would be happy to use what (very limited) influence I have to have it changed. Case in point: Halva when it was first brought up. Yes changing it de facto nerfs combat medics, but is unbalancing, was up until that point unknown, and will likely not be changed with the combat revamp.


However, we are at a stalemate. I very much doubt you can find a topic like that (just by looking at the numbers in the past). And I have very little interest in convincing you of anything, as no matter how this conversation turns out, somebody new will come on the forums in a few days and it will all start over again.


That is why I personally consider any post of this nature beating on a dead horse and trolling. It's just meaningless talk, which frustrates both sides and takes up space and distracts from "more interesting" posts. (Such as "did you know skill tapes on combat medics might be broken?" That was relevant, interesting, important to discuss, and very lose-able among all the "nerf CM" threads that are liable to pop up.)


I'm now going to report this thread to a moderator to be locked. Normally I would just report this thread and walk away. But as you had asked in the past about why "good threads" are being locked down on thisforum, and I thought you deserve an explanation of why a "good and productive thread" like this one was being locked. If GarVa or Jeassa agree with my assessment of this thread, it will be locked. If they do not, it will continue.


Regardless though, Ihave no desire to continue in this thread. Iam perfectly willing to let you have the last word in the debate, that "halva is too strong, and doctor cures are inadequate". I dislike participating in general "combat medics are too strong" threads, and regret every time I find myself in the middle of one.
Ternque01
Fri Jun 25, 2004 3:59 pm
#65

jfang, my current focus is discussing the inadequacies of doctors to heal in combat situations. While you feel it has been beaten to death, I feel that there are issues that aren't being considered and needanalysis. My point is that even given a 25% doctor ratio, thousands of mind damage occurs in current PvP unavoidably and incurably.


I'm sorry you feel that my purpose here is to troll. I am only trying to challenge the perception that doctors aretruly effective counters to CM attacks, and I feel that it's unfair to the player base to accept that they are at thispoint in time. At the same time it's a little silly that you call a moderator in here to end the discussion when I was kinda looking forward to some figures you could present. *shrug*



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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