Combat Medic Archive

Thread: About Area Cures and Innoculations

Tinozza
Fri Jul 30, 2004 2:30 pm
#66

Awesome post Texxie.
I just want to show you the gratitude you deserve for what you are doing.

Thanks really



Ragphen Robec, CM of the Starsider Galaxy



Ragphen Robec, Master CM of the Starsider Galaxy since launch
yebach
Fri Jul 30, 2004 2:31 pm
#67

Speaking as a Doctor who is disgusted with the changes made I have to say I wish you CMs the best. You guys do not deserve what they are doing to you. Good luck.



'Yebach
Doctor/Musician
ION Guild
Kragen77
Fri Jul 30, 2004 2:41 pm
#68






yebach wrote:

Speaking as a Doctor who is disgusted with the changes made I have to say I wish you CMs the best. You guys do not deserve what they are doing to you. Good luck.





Thanks.



Have fun with the new abilities


bradimere
Fri Jul 30, 2004 4:03 pm
#69





DoctorGriggs wrote:


Maybe now PvP will come back to life. The reason most people on my server stopped PvP was because of CM's with uber spider venom enhanced 1100 tick mind poisons.






well so you kill thedog to counter the fleas ?


All SOE had to do, and we asked for this was to remove the venoms from the game? did they do this ? No, they Love the wiffle ball bat
jkray8472
Fri Jul 30, 2004 4:28 pm
#70






vortexala wrote:

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.











/thank Texxie. Great post, well thought out. I agree with most of it. What I don't 100% agree with is not worth piddling over here. I'd rather present a unified front on something I agree 90% with than fight over the issue and potentially have it be ignored. Go get 'em!





--------------------------------------------------------------------------------
"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Ariven
Fri Jul 30, 2004 6:28 pm
#71



vortexala wrote:
* 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.




A master DANCER has a +7 melee defense..
vortexala
Fri Jul 30, 2004 6:31 pm
#72






Ariven wrote:





vortexala wrote:

* 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.






A master DANCER has a +7 melee defense..





Yeah...I know... funny how things work out.



~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...
neutrineaux
Fri Jul 30, 2004 6:37 pm
#73






DoctorGriggs wrote:
You know something, as a person that is both doctor and CM, I think this is great. Only reason I became a CM was for the healing ability anyways, and if I do use poisons and diseases it is in PvE.

Maybe now PvP will come back to life. The reason most people on my server stopped PvP was because of CM's with uber spider venom enhanced 1100 tick mind poisons.





The reason I stopped PvP was whenI was repeatedly killed by jedi who i could not injure, and if i accidentally injured one, he force-ran out of site, healed, and then came back and killed me. lol. CM's were the one best weapon to contain the angst-ridden adolescent jedi, but I fear this bodes ill for us all...



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


neutrineaux
Fri Jul 30, 2004 6:57 pm
#74






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







If you read through these posts and others on this issue, it is interesting to hear this said after so many say, "you are support, not intended for dealing damage in combat." So basically, CM cannot be both "healers and 'dealers" with this change, and without this combination of skills, CM is not very viable, or even desirable, compared to doctor or even plain-jane medic. One can only hope the krosso'sof the world die for want of a ranged stim or mind heal a bit more often.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


neutrineaux
Fri Jul 30, 2004 6:59 pm
#75






Knocky wrote:





Giftmacher wrote:

What can I say people this is a big blow for CMs, not only does this batter your main offense it alsotakes defencealmost completely out of your hands. As a Doc I'm really sorry about all this, I would have prefered we got innoculation and you lot got area cure.; perhaps a spell on TC will change things.


Seems really unfair.


Gift.







Agreed.


Frankly I don't want to deal with AOE cures. This should be you perview...not mine.







Thanks guys: nice to know someone gets it.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


neutrineaux
Fri Jul 30, 2004 7:00 pm
#76






PlayeroftheDay wrote:





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.






Heh, don't dare me to, I've already mastered CM, the most boring, yawnable profession in the game. Good news, they just fixed PvP and turned you all into Creature Handlers at the same time! Happy Day!!








Again, this guy needs to die wanting a mind heal



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


neutrineaux
Fri Jul 30, 2004 7:18 pm
#77






Gavvot wrote:





SecretFire 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







Sounds like you need to learn a bit about the profession before you go talking about it. We are all snickering because you told us we could make money with CM like any other combat profession. Poisons can't kill silly. I really hate it when people tell us "big deal" yet clearly haven't played our profession to know our limitations.







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.
For me, CM is more close to a Squad Leader than a rifleman.
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.
And that's what those changes are trying to fix.

Unfortunately, a big part of the CM abilities are negated by current buff and armor, like alot of other stuff.

I do hope this will be the next thing SOE will fix regarding combat, because it will fix alot of things, including a more clear role for CM and more use for SL.






All professions need a way to earn a living. Your choice of Squad Leader as an example is right on target... they cannot earn a living easily, and there are none of them. Not many players want to be "a great addition to a group." It is rather like telling a homley girl she has a good personality.


And to all those gloating that CM will be rendered rather useless, one can only hope you are next.




no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


neutrineaux
Fri Jul 30, 2004 7:26 pm
#78






Tlk wrote:

Just a thought, but before all the criers call this a nerf, why not wait to see how it plays out on trest center? This is just the first wave of changes that are being made, they may still add area and single range cures for the combat medics. Personally these changes were much needed, a doctor uses almost as many skill points as a combat medic (the combat medic gets terrain negotiation, a huge advantage over the doctor). But players really need to test this on test center, see how strong these new tools are. In an ideal situation, one doctor should be able to nuetralize the effects of a single combat medic.






not to be critical, but a doc can pick up terrain negotiation with scout, and get harvesting, camping, and mask scent as a bonus.



no, wait, i saw this game... "pong" i think it was called. it was really easy to understand! maybe you could make swg more like pong! think of it! fast paced action! iconic characters! MORE FUN!


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