Combat Medic Archive

Thread: So what are CMs going to gain to mitigate this nerf?

vortexala
Fri Jul 30, 2004 1:38 pm
#53

Here's what i've asked for:


  1. Removal of rooting due to throw animation. Reason: We're now in the same range as every other combat profession, it will take multiple throws from a poison/disease before it lands, and doctor area cures can be done 'on-the-move'.

  2. Increased usefulness of /healmind: removal/lessening of penalties, increased range, lowered cost. Reason: Mind damage is king now and will be until the HAM Revamp, giving us a better/easier way to healmind NOW will provide more of a healing role to the CM Profession.

  3. Increased Base Rate on Stims. Reason: We're trying to HELP other folks, let us do it from a bit safer position.

  4. Increased Defense. Reason: We only have +2 melee and +8 ranged. If we're going to be in the same 64m limit as everyone else, trying to heal everyone else, taking several shots to try and land an offensive med, we deservea better chance at defense then a measly +2/+8.

  5. Minor Wording Fix: The 'You Have Been Poisoned/Diseased' System Message even when a person resists. Reason: Because it's simply idiotic to have a person be told they got hit when they didn't.



~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...
Kragen77
Fri Jul 30, 2004 1:41 pm
#54






vortexala wrote:

Here's what i've asked for:


  1. Removal of rooting due to throw animation. Reason: We're now in the same range as every other combat profession, it will take multiple throws from a poison/disease before it lands, and doctor area cures can be done 'on-the-move'.

  2. Increased usefulness of /healmind: removal/lessening of penalties, increased range, lowered cost. Reason: Mind damage is king now and will be until the HAM Revamp, giving us a better/easier way to healmind NOW will provide more of a healing role to the CM Profession.

  3. Increased Base Rate on Stims. Reason: We're trying to HELP other folks, let us do it from a bit safer position.

  4. Increased Defense. Reason: We only have +2 melee and +8 ranged. If we're going to be in the same 64m limit as everyone else, trying to heal everyone else, taking several shots to try and land an offensive med, we deservea better chance at defense then a measly +2/+8.

  5. Minor Wording Fix: The 'You Have Been Poisoned/Diseased' System Message even when a person resists. Reason: Because it's simply idiotic to have a person be told they got hit when they didn't.







I think this is all fair. Only other thing would be to give us the ability to innoculate instead of doctors. It would atleast give us some way to make some money smilar to docs.


Thanks for fighting our fight Texla!

Funzoner
Fri Jul 30, 2004 1:42 pm
#55






Kragen77 wrote:

Ok Funzoner....



Ok give us something to support then!


Nerf armor and buffs so that people will need to have a healer with them when they go out in a grp.


I like healing as much as the next MCM, but we need targets to heal. Watching someone lost 5 to 10% of their buffed HP's while fighting a nightsister or a krayt is no fun.


Give us stuff to heal...nerf buffs and armor







I'm sure you'll get that..........in the combat balance.



You're not the only profession that's screwed until then. Welcome to the club.






Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."

Me: "Hey Haden, Devs with a clue communicate with their customers and try to fix the game. They don't spend their time insulting their playerbase in public interviews."


Kragen77
Fri Jul 30, 2004 1:46 pm
#56






Funzoner wrote:





Kragen77 wrote:

Ok Funzoner....



Ok give us something to support then!


Nerf armor and buffs so that people will need to have a healer with them when they go out in a grp.


I like healing as much as the next MCM, but we need targets to heal. Watching someone lost 5 to 10% of their buffed HP's while fighting a nightsister or a krayt is no fun.


Give us stuff to heal...nerf buffs and armor







I'm sure you'll get that..........in the combat balance.



You're not the only profession that's screwed until then. Welcome to the club.







Why wait? Put it all in at the same time.


Oh wait....


A lot of people will complain if the nerf buffs and armor.


God forbib we upset the pvp crowd.


I will believe the armor and doctor buff nerfs will happen when I see it


yebach
Fri Jul 30, 2004 1:57 pm
#57






Funzoner wrote:




You won't get this. Every profession in the game gets rooted when doing an animation. Other professions have asked for this removed, the Devs said, no, not possible, it's part of the engine.Then why can Docs and medics heal on the run? You are really sounding ignorant here.


You won't get this, because increased stim range = increased poison range, which just got nerfed, in case you hadn't noticed. No they already made a big difference long ago in the calculation formula for heals vs poison. Once again you are commenting on issues you know NOTHING about. Get the facts straight.


A lot of combat classes, such as Bounty Hunter, have even less defense than that. You won't be getting any extra defense. MBHs get a total of +2 MD and +24 RD and Ranged Damage Mitigation 3. What version of SWG are you playing? Once again you are sounding more and more ignorant.





'Yebach
Doctor/Musician
ION Guild
vortexala
Fri Jul 30, 2004 2:02 pm
#58






Funzoner wrote:





vortexala wrote:

Removal of rooting due to throw animation. Reason: We're now in the same range as every other combat profession, it will take multiple throws from a poison/disease before it lands, and doctor area cures can be done 'on-the-move'. You won't get this. Every profession in the game gets rooted when doing an animation. Other professions have asked for this removed, the Devs said, no, not possible, it's part of the engine.


There are other professions that have animations that root someone to the ground, however(with some) if they are moving the animation does NOT stop them. Ours does. Not to mention the fact that we only have ONE animation for all 3 of our abilities. Simply making it so we can throw-and-go by changing one animation is a fair use of coding time.


Increased Base Rate on Stims. Reason: We're trying to HELP other folks, let us do it from a bit safer position. You won't get this, because increased stim range = increased poison range, which just got nerfed, in case you hadn't noticed.


Read more carefully.I'm asking for the BASE CRAFTED RANGE on the stim to be increased. No change to the formula, no change to the resources, just a simple + modifier to theBASE CRAFTED RANGE on a Stim which has absolutely NO EFFECT WHATSOEVER on Poisons/diseases, in case you didn't know...


Increased Defense. Reason: We only have +2 melee and +8 ranged. If we're going to be in the same 64m limit as everyone else, trying to heal everyone else, taking several shots to try and land an offensive med, we deservea better chance at defense then a measly +2/+8. A lot of combat classes, such as Bounty Hunter, have even less defense than that. You won't be getting any extra defense.


Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.
















~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...
Funzoner
Fri Jul 30, 2004 2:09 pm
#59






vortexala wrote:




Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.







Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.





Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."

Me: "Hey Haden, Devs with a clue communicate with their customers and try to fix the game. They don't spend their time insulting their playerbase in public interviews."


Morbius858
Fri Jul 30, 2004 2:12 pm
#60

For over a year, Combat-Medics have dominated PvP. With outcries for a nerf for over a year. First with the massive range,112meters and then some, with poisons that incap players. Then they got fixed. 96meter range, poisons that didn't incap, but poison and disease that could very easily incap together, Havla that caused even more problems.


Now they get balanced. They can't throw over 64m, they won't be able to throw and hit every single time, which was rediculous to begin with.


Combat-Medic - A support profession. One of the 3 in the game, was being used as a heavy offensive. 800tick poisons that would render a 3500 mind bar to 1 point in less thanone minute.


Combat-Medic has been over-powered for a year, and when it gets brought down to balance, crying is heard throughout the galaxy.



Flame me all you want, I love fan mail.




==== Gambit Gunslinger | Dark Jedi Mrael ====
==== | Vaek Medical Extraordinaire | ====

Funzoner
Fri Jul 30, 2004 2:12 pm
#61

Poisons and diseases were always intended as supplementary support to your healing abilities. They were never meant to be THE STRONGEST OFFENSE IN THE GAME.


They ended up that way, thanks to some oversight on the devs part, but they're finally fixing that fluke. The fact that it existed at one time, does not mean CM needs some new, huge way to deal tons of damage it was never intended to deal.




Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."

Me: "Hey Haden, Devs with a clue communicate with their customers and try to fix the game. They don't spend their time insulting their playerbase in public interviews."


vortexala
Fri Jul 30, 2004 2:14 pm
#62






Funzoner wrote:





vortexala wrote:




Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.







Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.







Reading is FUNdamental. Really, it is.


We're not asking for increased damage output. We're asking for increased DEFENSE. Every other Combat Profession has better defense to go alongside their offense. All we want is an increase in defense at this point.


As to your whole "You're not a combat profession" nonsense, seriously, get some new material. That's been used ad nauseum on this board and is STILL as irrelevant from the likes of you as it was from those who came before you.



~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...
Kragen77
Fri Jul 30, 2004 2:16 pm
#63






Funzoner wrote:





vortexala wrote:




Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.







Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.






Well since you don't have a red title on your name and obivioulsy don't work for LA or SoE (cause you sure have no club about the game) Everything you post here is simply your opinion. You want to say CM are support. You go ahead.


The rest of us consider ourselves Combat Chars.


Have a nice day


yebach
Fri Jul 30, 2004 2:22 pm
#64





Funzoner wrote: Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.






Try posting facts instead of your misguided and ignorant opinion. The CM professions role is determined by the CM who plays the profession. As stated by the DEVs the player is the ultimate authority in how to playn a CM.


"The developer’s vision of Combat Medics is to be exactly that - - medics that have abilities to heal players in combat.Optimally, the player should have the choice to make that decision to be “be combatants with a bit of healing ability or healers with a bit of combat” and this is another great example of something the correspondents and I will want community input on during the testing while the CB sandbox is up. "


Quoted from the 19 questions thread






'Yebach
Doctor/Musician
ION Guild
Funzoner
Fri Jul 30, 2004 2:22 pm
#65






vortexala wrote:





Funzoner wrote:





vortexala wrote:




Every other combat class also has MORE then two offensive specials. Every other combat class also has a way of acheiving initial damage with their attacks. Every other combat profession doesn't have to worry about healing their team in the thick of battle while dodging fire. It's a simple request from the CM Community, wether or not you approve is irrelevant.







Moot point. CM is not a combat profession, it's a healing/support profession. You can't expect the same damage output as an offensive profession, when offense is not your primary role.







Reading is FUNdamental. Really, it is.


We're not asking for increased damage output. We're asking for increased DEFENSE. Every other Combat Profession has better defense to go alongside their offense. Bounty Hunter doesn't get any. Commando barely gets any, except a little in the master box. If/when those professions get some defense, you might have a solid point there. All we want is an increase in defense at this point. That's nice! Ask away for it! Doesn't mean you'll get it.


As to your whole "You're not a combat profession" nonsense, seriously, get some new material. That's been used ad nauseum on this board and is STILL as irrelevant from the likes of you as it was from those who came before you. It's been said over and over, because it's the truth. CM was never intended to have as strong an offense as it had, If the devs intended it to have strong offense, why are they nerfing it now? If CM was "working as intended" they wouldn't be changing anything.










Haden Blackman: "Yeah, all the guys who are happy with everything are playing the game. They aren't spending their time sending you guys letters or posting on the forums."

Me: "Hey Haden, Devs with a clue communicate with their customers and try to fix the game. They don't spend their time insulting their playerbase in public interviews."


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