Combat Medic Archive

Thread: About Area Cures and Innoculations

Kaejz
Fri Jul 30, 2004 7:06 am
#53

"With this change as it is currently implemented on TC, doctors are far more useful in combat healing than combat medics are."



1) Doctors can't heal mind.

2) HAM-wise, Doctors can only heal one person at a time, not 20-30+



On a side note, this is good for the state of PvP in this game. No longer will everyone be required to have at least 2xxx Doctor to be able to compete in the GCW. Let's be realistic, without at least 2xxx in Doctor, you only had 2 options before: Kill the CM, or run.


This will also make AOE attacks all the better, if everyone is huddled around a Doctor for cures.



Erenax
Ariven
Fri Jul 30, 2004 8:13 am
#54



Gnuut wrote:

Gavvot wrote:

I don't want to flame or be rude to anyone, but,

It is normal that CM, with CM skills alone cannot make money by doing mission.
CM is a combat support skill, not a main damage dealing skill. Not much of a support profession either now
For me, CM is more close to a Squad Leader than a rifleman. SL has unique abilities that no other class can offset.
SL with SL skill alone cannot kill anything.
However, in a group, they really are a great help.
CM should be a great addition to a group, or to a combat profession, but it should be a support profession, not a main damage dealing professions. With the current changes we aren't a big help at all. Why would a group want us around? To heal 100-150 points of damage they couldn't regenerate with their buffs? Or heal that last 10-20 points they couldn't top off with that SuperStim B they can use for a grand total of 15 points? No it must be our awesome ability to kill ourselves using our mind heal.
And that's what those changes are trying to fix. They took the last ability we had and made it pretty worthless.





Not much of a support profession? Heal 100-150 points of damage?

What stims are you using?

When I go out in group using my doc/cm I am -constantly- dealing mass healing... and for more than 100-150 points of damage..

* I area heal (I regularly see 400-600 points healed)
* I ranged heal (900+ heals are not uncommon)
* I mind heal (full mind back, bam!)
* I toss the -occasional- poison or disease (when in pvp especially) to aid in distraction of the enemy and force them to either have doc or go -to- a doc
* I drag incapacitated players out of the line of fire (sometimes 180+m through full combat)
* I help manage groups (usually running them)
* I watch the HAM bars of my group mates and give warnings when one is dropping (especially mind) so that the player can stop and react to that issue when I cant get in to help them in time

Adding my doc skills to the mix:
* I rez
* I buff
* I cure poison
* I cure disease
* I put out fire
* I cure dizzy
* I cure stun
* I cure intimidate

I am the ultimate support class... if I could add decent squad leader to the mix I would. When I am there people dont -have- to be as concerned about health.. they leave that to the healer while they deal with combat, especially when mind is such a target for people in PvP so any use of a stim on their part makes them more vulnerable.

In all of this I took my doc/tkm to doc/CM -just- to be that support person... I had a LOT of fun being able to deal out the damage solo.. but being that group support is JUST as much fun and a lot more helpful to my friends, guild, groupmates...

In addition, I am usually one of the last, if not THE last, to ultimately die in a group (when overwhelmed) and that gives me the chance to keep them rolling longer... since I am a non-combatant I dont get agro'd as much I dont get attacked as much... in fact in one recent base raid 35 others died around me while I remained alive bringing people back one by one until I was finally focussed on and taken out..

combat medic is a GREAT support class... when you break out of the preconceived notion that combat support is COMBAT support. It's not. It is combat SUPPPORT. If that support is combat, fine.. but it is ALSO keeping those combat types alive so THEY can do their job.

A team effort is something that I see a lot of people not understanding.. everyone wants to be an island and fully independant of everyone else and that isn't always the solution..
atimes
Fri Jul 30, 2004 8:45 am
#55

I think the reason the docs get the point blank area cures is because of the area poisions thata CM gets.


We all know that only doc's can cure poison and disease. You guys can apply it, we can heal it (I've got a doc alt). It's for the sake of balance. When a CM throws an area poison a doc has to run around to each person and apply the cure (with a timer). If you happen to hit a large group that's 20 seperate cures because of the result of a singe ranged poison.


This balances it out. You can throw a single poison and we have a single cure, you can throw an area poison and we have an area cure albeit point blank.


The devs have not dropped the ball with this. This is something the doctor community has been asking for for quite some time now. We've been asking for a non ranged AOE cure and we got it.


that's all.
Bamboozle
Fri Jul 30, 2004 8:49 am
#56






atimes wrote:

I think the reason the docs get the point blank area cures is because of the area poisions thata CM gets.


We all know that only doc's can cure poison and disease. You guys can apply it, we can heal it (I've got a doc alt). It's for the sake of balance. When a CM throws an area poison a doc has to run around to each person and apply the cure (with a timer). If you happen to hit a large group that's 20 seperate cures because of the result of a singe ranged poison.


This balances it out. You can throw a single poison and we have a single cure, you can throw an area poison and we have an area cure albeit point blank.


The devs have not dropped the ball with this. This is something the doctor community has been asking for for quite some time now. We've been asking for a non ranged AOE cure and we got it.


that's all.






We're not angry that docs get area cures. They are a welcome addition. We are angry that they also get innoculations to make people more or lessimmune to our only weapon.





The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Bamboozle
Fri Jul 30, 2004 9:04 am
#57

Resists, not immunity.





The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

atimes
Fri Jul 30, 2004 9:08 am
#58






Bamboozle wrote:

Resists, not immunity.









Did I misread this? From what I understand the new resistances will create a chance to miss.


From the TC notes:






Doctor: Added new Doctor Disease & Poison Resistance Buffs.


Misc: Poisons and diseases no longer automatically hit, but now have a chance to hit based on their potency. Most current poisons & diseases will affect the target a similar amount of time. The resistance effectiveness of the Poison Resist & Disease Resist Buffs will reduce the chance of being affected by a poison or disease. There will always be a 5% chance of being affected and a 5% chance of resisting no matter how high the resistance or potency ratings get.






A resist not an outright immunity.

JayBurns
Fri Jul 30, 2004 11:56 am
#59






MasterARP wrote:

this is gonna hurt pikemen and dot professions too--the potentcy on those weapons pales by comparison to adv cm packs---those 70% potentcy weapons are gonna go down to 5% pretty soon







And yet we all still have to suffer the weapon swap delay, I hate whenthey do things like this,nerfing something too earlythat would have been fixed a month later by a more drastic change.


I wonder if they'll take out weapon delays now?

RebRifle
Fri Jul 30, 2004 12:05 pm
#60



MyT_Chicken wrote:


CutmastaML wrote:
CM's =
TEH PWNED.



Disagree totally 100%. CM's will still be very very useful in PVP dispite all the changes. Just now CM/RM combos won't be so uber in PVP.




Ya tell me how are stims are pointless, and our poisons will never land.
Azhnykk
Fri Jul 30, 2004 12:19 pm
#61

That is messed up. Thanks to the Jedi whining, you guys get nerfed big time.



Scotty doesn't know. So, don't tell Scotty. Cause Scotty doesn't know.
tadpoleStillwater
Fri Jul 30, 2004 1:24 pm
#62






eapers wrote:





Kosso wrote:

You CMs need to stop crying. Its your fault that PvP is destroyed, I dont care if the DEVs gave you the ability to throw huge unblockable poisons, or for you to corpse bounce or w/e. This is a huge change for PvP, and it might just be the breath of life that PvP needs. And Im sorry that you dont have a source of income without your innoculation buffs, but big **edit**ing deal. You are a combat profession, make money like any combat profession. Sure, you're also a medic, that HEALS in PvP which is COMBAT. /rantoff







I dare you to go pick up CM and run rancor missions with it.




You are probably the same person who, when faced with the arguement, "CM is a support profession and therefore should not be able to deal out so much damage." Complained that you were so tired of that whole "support profession" arguement...now CMs are complaining that they don't have the offensive power to earn a living. You didn't have a means to earn a living when you were PvP gods with poisons that no doc could cure fast enough, the state of your financial independence hasn't changed. If you want to make big bucks...craft something. "But I like combat medic and want to be able to play the profession I like." NP, play it. But if the main (overshadowing, overpowering, undeniable) reason you liked it so much is because of the damage you could do in PvP, then suck it up. Suck it up like the Commandos did with the DOT nerfs, BH's did with their profession nerfs, most combat professions have done...


With the exception of poison, CM has been fairly useless since buffs became common.


You guys had a great run, avoiding the NERF bat longer than any other profession. I hope you enjoyed the hell out of it. I also don't think you are completely obsolete yet...not everybody travels with a doc. But if the functionality of the innoculations is good, it may not matter.






Tadpole Stillwater
Kettemoor - M Armorsmith 12pt, RIS - M Artisan - M Merchant KETTEMOOR Vendor location is on Corellia, just 700 m South of Coronet, WP -123, -5508 in the Factory Direct Mall
Bloodfin - TKM - Pistoleer - Artisan BLOODFIN Vendor at -371, -5540, just 900m south of Coronet. Weapon and Armor Repair Tools(99.6% FR), Melee and Ranged Powerups(1000 credits per crate) and Crafting Tools(+14.67 for 1000 credits).
Chimaera - TKM - Ranger - pimp for MrRandy, the galaxy's favorite Buff-bot...
Gnuut
Fri Jul 30, 2004 1:34 pm
#63


What you all don'tunderstand is CMs are not asking to be damage dealers or devastating in PVP.

We want our profession to be worth 169 points that we spend to master it.


Area Heals? Doesn't cut it.

Ranged Heals? Doesn't cut it.

Mind Heals? Doesn't cut it.

Poison and disease in it's current form? You guessed it. Doesn't cut it.



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....

yebach
Fri Jul 30, 2004 2:01 pm
#64

As always Gnuut is the voice of reason on this forum.



'Yebach
Doctor/Musician
ION Guild
vortexala
Fri Jul 30, 2004 2:24 pm
#65

FYI, this is what I've posted to the Correspondent forum:






After looking at what can be made and done on TC, and knowing exactly what would be made and done on Live, here is my feedback:



  • Up the Med Usage on ALL the new items.


A-Level should start at 80, B-Level at 90, with C-Level being a full 100 at Master Doctor. Keep the inability to experiment on the Med Use as well. If you're going to put this in, then make it cost skill points to use.



  • Cap the area effect on the cures.


Doctors should not be able to clear a 40m diameter area with a single cure. An A-level should be capped at 7m radius(current range of theirother meds), B-Level at 10m radiuswith theC-Level at 15m radiusmax(and that's pushing it).



  • Reduce the effectiveness of the innoculations.


Right now a mediocre B Innoc on TC withstands a Mediocre C Poison. It took 5 tries with a 149pot C(best I could make on TC) to hit Agent who had a mediocre (IIRC) 145effB Innoc. Seem a bit steep there, don't you think?


They need more of a trade-off in experimentation with these Innocs. CMs have Charges/Range, Ease of Use/Potency and Effectiveness/Duration we have to choose between during experimentation. If you want high damage, you sacrifice potency and range. Want a higher range, you sacrifice damage and potency. If you want a higher chance of sticking, you sacrifice damage and range. That's a fair trade off in my opinion.


However, currently, if we dump EVERYTHING into Ease of Use/Potency, we can get a high enough pot to actually overcome a B-Level Innoc. But the effectiveness and range is pitifully low. Add in the C-Level Innocs ability to mitigate the actual damage done, and a High-Potency Single Target C level poison/disease is worthless. Sure we can land it, maybe, but it won't do any signifcant damage. And on a buffed target, the damage will simply regen without need for healing. TheArea effect Poisons and Diseases would be in worse shape.


A Doctor should have a similar decision to make:Effectiveness vs Duration. And on a C Level Innoc, Effectiveness vs Duration vs Absorption. Lower the BASE crafted stats and make a Doc decide what to experiment in... we have to work for ours, they should have to work for theirs.


If you need some numbers of how high we can get potency to on Live, and what we sacrifice in the other categories to get there, thenlook here.



And now for some things to GIVE to CMs:



  • Fix the 'You have been poisoned/diseased' system message a target receives.


You're already working on that, which is appreciated.



  • Remove the rooting.


Remove the fact we become rooted when we throw any of our stims, poisons or diseases. We are now limited to the same range as every other combat profession AND it's going to take multiple tries to actually land a poison/disease. At least let us do it on the move. I understand other combat professions have the same issues with some of their abilities, but CMs have a total of 3 abilities: Area/Ranged Heal, Area/Ranged Poison and Area/Ranged Disease. ALL 3 use 1 animation, and that animation roots us no matter what we do. Kill that rooting please. Give us a chance here.


Oh, and also, the new Doc Area Cures can be done while on the move... fair for one, fair for the other.



  • Give us some defense.


I know everyone else is going to whine about this request, but seriously, give us some defense. Right now we have a Melee Defense of +2 and a Ranged Defense of +8. Any chance, at all, of upping that? We're supposed to be the 'in-combat healers', give us a fighting chance to defend ourselves while we do the healing.



  • Increased BASE rate of Ranged/Area Stims


Currently our stims have lower range then our Poisons and Diseases. This is due to the fact that the subcomponents used are from the Doctor Profession and have NO range rating. To rectify this lack of range, simply increase the base crafted range of the stims, with experimentation used to up that rangeeven further.



  • Increaseusefulness of /healmind.


Mind damage is king. We ALL know that. Once the HAM Revamp goes in, that will change. Until then, what do we do? Simple.Increase the Range of /healmind, remove or severely lessen the penalties(prefer removal), and reduce the cost of using this ability. This will encourage CMs to use this ability more without fear of sidelining themselves AND it will make Mind Damage less of an issue then it currently is.







~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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