Combat Medic Archive
Thread: My theory on why 75% Reduction is fair.
lol, well it would take a riflemen about 6 shots to completely waste your PSG, then you're screwed. And the jawa ion rifle is not a pitiful gun at all! I'd say 150-300 AP1 3.9 is an amazing gun, and that's unsliced!!!Sure, it's using krayt tissue, but that's a possible weapon, that's incredible. And you're assuming that there are buildings to hide around, well, what's you're solution if there isn't? And were you using poisons that you could toss outside of 64m? I don't know any riflemen that is stupid enough to let you get within 64m and not lay into you and destroy you in only a few shots. (If I was a smart riflemen and saw lower damage due to the PSG, I'd use the dizzy shot and suppression fire to KD you, you wouldn't be going anywhere...). And if you were using the prenerf extremely long range poisons there's why you were winning, not because you were more powerful then riflemen, but because you had more range.
Rennyn wrote:
Manimal -
I fought Riflemen also. One of them finally took me out using a Jawa. After I killed her 5 times, along with about 5 of their guildies. Jawa's do such pitiful damage, and I had 35% stun resist on my effectiveness sliced PSG, so don't start about Composite lacking stun. Generally with them you just toss a poison, go hide behind a building.. if they're dumb enough to chase, burst run up to them and they're dead. *shrug* they were NEVER a problem solo.
This class definately needs a pvpreduction....and i'm a combat medic myself
I just picked up 3/0/0/4 and my mind poisons tick at over 400, i can throw them from 54m as well. I decided to pick up this class for all of the ranged defense stackers that I cannot hit with my rifle, and i'm shocked to see how devestating it is even while dabbling
ok, i was thinking about this today. i personally don't think CM is WAY overpowered, but i wouldn't mind seeing a PvP reduction. however, the reduction i wouldn't mind seeing is in duration, not damage.
i PvP a fair bit and have gotten hit numerous times with disease and poison and it sucks, but the worst part about it is running around for the next 5 minutes or so with 1 mind - can't heal, can't do special, but hey, i'm alive at least.
how would a 75% duration reduction affect PvP with a combat medic? for the most part it would be exactly the same. mind poison and you or your group kills whatever. but the times when a group is severly overpowered - you AE poison the enemy, you and your group dies and come back only this time the enemy isn't helpless
i don't see this as a huge nerf, the only situation it prevents is a CM and somebody else GTEF'ing entire groups of people simply because they can clone and come back and the enemy is still poisoned with 1 mind
Nope, but I've gone up against a lot of other doc combos, and I can assure you a CM can poison/disease faster than they can cure. Or rather the rate might be roughly the same, but eventually that poison tick will happen before the doc can cure, and poof there goes 600 mind. Not to mention it costs more to cure than it does to throw poison.
Furthermore, can you come up with another template that might give them trouble? Everyone seems to fall back on the Rifleman, and that's about it.
Back when I was an MCM/MD I fought alot of templates and came out ahead but Doc/Rifleman always gave me some trouble. They were able to cure and spam headshot or flurryshot before my poisons or diseases did any damage. It wasn't until I changed my template to include some KD ability that I was able to effectively counter a Rifleman/Doc.
Rennyn wrote:
Yes I'm saying I can destroy any rifleman's pool before he destroys mine. All you have to do is throw ONE poison then move out of line of sight. And like I said, your PSGs must be broken, because they don't have hit points, they have condition, and like all armor, condition doesn't degrade 1 point for every damage it absorbs.
Whatever, I meant condition smartass, and yes, the sheild does lose 1 point of condition for every 1 point of damage it stops, that's how they work genious, that's how armor works too.
And what if this riflemen is a doc, and heals your poison in one stim, what next buddy? Guess you're screwed eh. And as I said, what if there's only a open field and there isn't anywhere for you to hide your **edit** ass? What then?
LOL they always get so defensive when they run out of arguments. You are incorrect, armor does NOT lose 1 point of condition for every point if blocks. If that were the case my armor would be losing 100k a night or more of condition. uhh I don't think that's happening, as I tank mobs all night long just fine with my armor barely taking any damage.
As for your rifleman, then you throw another stim. In fact, you throw a C stim, B stim, Area B, Disease, Area Disease. And laugh.
I'll admit a rifleman/doc could put up a good fight, possibly even win. But there's lots of templates that can kill them too. Can you think of any more to kill a CM as handily as they kill others? 10 professions can fight a TKA, 10 professions can fight a rifleman. How many can fight a CM? 1.
I've been a CM for a while now and heres my two cents.
First, there needs to be a difference between mind poions/disease and health/action ones as long as they are healed in different ways, basicaly mind can't be healed
Second, CM's needa dmg boost in PvE
Third, CM's need to have a /healfriendly command that throws an AOE stim at the closest friendly with out haveing to retarget
On dmg output, this is assuming that the range is brought down to 64m on poions and the no incap rule stands:
CM health and action poisons/disease are on target for pvp dmg output, or even a bit low.
CM mind poisons/disease are about twice as powerful as would be fair for pvp
Solution in a nut shell is simple, half mind attack power for all CM poison and disease then give us a 75% dmg boost for PvE.
Reason for this is simply that its not right that a single CM can, and i've done it many times, simply end a fight by AOE poiosning everyone, there is no way any doctor can cure all those mind poions before his entire group is gone.
Wishfull thinking: Disease is just a dumb mechanic in general its only a griefing tool and never really wins a pvp battle only gives you the satisfaction of knowing the guy that just slayed you is gonna be wounded and incap for a long time.
Replace disease with status effect attacks, the best being kd every 8 or 16 secs, or stun on tick one dizzy tick two intimidate on tick three type things.
Rennyn wrote:
LOL they always get so defensive when they run out of arguments. You are incorrect, armor does NOT lose 1 point of condition for every point if blocks. If that were the case my armor would be losing 100k a night or more of condition. uhh I don't think that's happening, as I tank mobs all night long just fine with my armor barely taking any damage.
As for your rifleman, then you throw another stim. In fact, you throw a C stim, B stim, Area B, Disease, Area Disease. And laugh.
I'll admit a rifleman/doc could put up a good fight, possibly even win. But there's lots of templates that can kill them too. Can you think of any more to kill a CM as handily as they kill others? 10 professions can fight a TKA, 10 professions can fight a rifleman. How many can fight a CM? 1.
Dude, it's not my fault you don't know how armor works, when it tells you that you've blocked 300 points of damage the piece that blocked it loses 300 condition. That's how it's always worked. And to throw all of that you'd need to be standing in one spot for about 15 seconds, there's 15 master head shots from the riflemen. There's no way you can't die after that. And I realize the poison would have ticked twice, but any well prepared riflemen would have around 3000 mind and insane substats, so the poisons would barely scratch them and unless you have 3000 mind too you're toast.
pyclone wrote:
Wishfull thinking: Disease is just a dumb mechanic in general its only a griefing tool and never really wins a pvp battle only gives you the satisfaction of knowing the guy that just slayed you is gonna be wounded and incap for a long time.
I use action poison, mind poison, health disease and mind disease when attacking and defending bases. I don't think using disease is meant to greif, just creative crowd control. In effect we are temporarily removing that fighter from the battle.
Replace disease with status effect attacks, the best being kd every 8 or 16 secs, or stun on tick one dizzy tick two intimidate on tick three type things.
A consistent KD/dizzy that could be stacked on someone and only removed by a Doctor with more than just novice skills (healstate is a novice Doc skill) would get nerfed so quick it would be silly. Not to mention their only defense would be a reactive action at best if the potency is real high.
I could see one state effect (Either dizzy or KD) but two would end up being the same dizzy/KD dance that TKAs are currently famous for.