Combat Medic Archive
Thread: The Power of Poisons
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Brainplay
Tue Jul 06, 2004 4:22 am
#53
Hey Seph, the range issue is fine and up for debate. If it gets down to 55m, sure I can deal with it. And I'll still win until they fix the vulnerability of the MIND. Then again 64m cap would put us with all other ranged who are sitting on the edge of the battlefield spamming their specials.
Oh course they can't which is why we're want area cures available to Combat Medics. As for the overpowered..lets see. They can buff, cure poison, cure disease, suppress fire, cure ALL states, revive, and finally heal for more incredible amounts of damage. Now except for the last try and name any profession that has any of this stuff. Squad leader being the only other profession that can cure 2 states (dizzy and stun) leaving the other two up to a doctor. Buffs and revive are already unique and extremely powerful in any sense. Since doctors are the ONLY profession that can cure poison/disease/fire, all DoT's become extremely potent since its hard
Seph_Iroth wrote:
lol yeah lets nerf docs. that class is SO overpowered. i mean damn it can heal a whole groups poison just as fast as you can throw it right?
enough just finding a doctor when you need one. States are what kill defense stackers. I have a hard time hitting a defense stacking fencer even with food but if I get a stun on him I'll own him. These are major combat support abilities that are alotted to only one medical profession...and it ain't COMBAT medics.
1) DoT's are an issue since there are very few cure/suppressors. Fan out some of the curing skills and DoTs stop being a major issue.
2) MIND vulnerability is what makes people hate Combat Medics and RIflemen. If you cant do MIND damage you better have a KD/dizzy and enhanced weapon or you're not going to be a PvP god. Think people would complain if they got hit from 96m away with a 150 ticking HEALTH poison? Even a 600 ticking HEALTH poison at 64m could be laughed off thanks to stimB's and their nice doctor buffs.
David25
Tue Jul 06, 2004 4:27 am
#54
Brainplay wrote:
Hey Seph, the range issue is fine and up for debate. If it gets down to 55m, sure I can deal with it. And I'll still win until they fix the vulnerability of the MIND. Then again 64m cap would put us with all other ranged who are sitting on the edge of the battlefield spamming their specials.
Oh course they can't which is why we're want area cures available to Combat Medics. As for the overpowered..lets see. They can buff, cure poison, cure disease, suppress fire, cure ALL states, revive, and finally heal for more incredible amounts of damage. Now except for the last try and name any profession that has any of this stuff. Squad leader being the only other profession that can cure 2 states (dizzy and stun) leaving the other two up to a doctor. Buffs and revive are already unique and extremely powerful in any sense. Since doctors are the ONLY profession that can cure poison/disease/fire, all DoT's become extremely potent since its hard
Seph_Iroth wrote:
lol yeah lets nerf docs. that class is SO overpowered. i mean damn it can heal a whole groups poison just as fast as you can throw it right?
enough just finding a doctor when you need one. States are what kill defense stackers. I have a hard time hitting a defense stacking fencer even with food but if I get a stun on him I'll own him. These are major combat support abilities that are alotted to only one medical profession...and it ain't COMBAT medics.
1) DoT's are an issue since there are very few cure/suppressors. Fan out some of the curing skills and DoTs stop being a major issue.
2) MIND vulnerability is what makes people hate Combat Medics and RIflemen. If you cant do MIND damage you better have a KD/dizzy and enhanced weapon or you're not going to be a PvP god. Think people would complain if they got hit from 96m away with a 150 ticking HEALTH poison? Even a 600 ticking HEALTH poison at 64m could be laughed off thanks to stimB's and their nice doctor buffs.
Amen...docs should stay in the hospitals and make-shift camps. Let us CMs and the SLs handle the combat stuff.
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