Combat Medic Archive
Thread: Preliminary CM Nerf FAQ
The animation delay alone is at least 4 seconds. I keep thinking it's an 8 second delay for some reason. Not that it matters since I'm not going to go any further with that thing anyway. I can't see that it would be useful.
The only answer to really provide at the moment is simply that things are in process, that I certainly agree that CMs have balance issues and that there are things being done to take care of them. Until the development cycle on those things is complete all of this discussion is little more than a mind game of "what ifs". Nothing can really be done in the meantime, but fixes are in the works. So I'm not sure where else to go with this.
Obvisouly folks are upset and want changes NOW. Well, that can't happen so insisting on it is pointless.
Obviously CMs don't want to get "nerfed" but balance must occur somewhere (not sure just how many CMs have come to realize it, but is we get a more highly available mind heal that will, in effect, be a kind of nerf.) My only continuing argument here is not that balance exists, I don;t think it does and I've said as much for a very, very long time now. My contention is only that the commone point of attack for nerfs, CM damage levels, is not the point where the real problem lies.
1Darkace1 wrote:
You forgot one HUGE CM issue. I'm sure others have brought this up, but I will still post it again.
The CM skill trees have NO ACCURACY MODS attached to the use of a thrown poison/disease pack.
That says it all. No accuracy mods = NO CHANCE TO MISS. How many CM's have you heard claiming that thrown poisons or diseases are there "weapons".
A resisted poison is a missed poison. If we get an accuracy basedchance to miss we will of course get the resistanse based chance removed, right?
Well name one other weapon in SWG that has no chance of missing.
Name one other weapon in SWG that has a chance to be resisted?
Simple solution.
1. Add accuracy mods to thrown poisons/diseases, and not the stims
Teach other players about the joys of resist instead.
2. Bring the damage done by poisons/diseases inline with the new bleed dots
2b.Give all other weapons a degrading effect when they miss (or hit for that matter). They should loose about 2.5 to 5% of their base condition. Permanently. The poisons you guys are all so scared of are more expensive to produce than a Krayt enhanced FWG5 and lasts nowhere as long.
The other solution is to give us easily and cheaply crafted refill-packs. That can be used to give us more uses on any given poison/disease.
3. Give CM's and or Doctors an AREA cure poison/disease pack. (I cant see how doctors could get this feature however, seeing that they cannot use thrown packs and it would be unfair for a CM to be able to launch his poison from 64mand the doctor has to run into the middle of the group to use his area cure pack. SO, my opinion is CM's should have the AREA cure.
Yes.
Mild-Breeze-Trooper wrote:
Fixes that has to be made to your fix solution to bring CM in line to other professions:
1. Add accuracy mods to thrown poisons/diseases, and not the stims
Teach other players about the joys of resist instead.
Pahdbacca wrote:
/snicker
The only time I have been able to have people pretend to listen politely is in the corresponent's forum....
But, I suppose you are correct, I will continue to try.
Message Edited by ElPedroSG on 03-01-2004 07:49 PM
ElPedroSG wrote:
If I choose to comment on a forum about something that affects my gaming time in something I pay for I will do so. As will other people.
No correspondant has the right to tell me or any other paying customer of SOE to be be patient.
ElPedroSG wrote:
lol I agree as a paying customer of course you can put whatever opinion across you like, I still think posts like that should be made under a different account than a semi official one but that's just me.
ElPedro: The primary place to go for information ont he Combat Revamp would be Thunderheart's "SWG: The Art of Combat" post. (http://forums.station.sony.com/swg/board/message?board.id=Developers&message.id=14605) It outlines the basics of what is getting covered. The only reference for mind healing, really, is my thinking out loud by taking what is mentioned there to a logical conclusion that, is in effect, a statement that if Stims will no longer damage mind when used, but instead take away from a form of unhealable mana, or specials, bar, then there would no longer be the exploit of healing the bar that you were using to heal from that we saw in Beta. Therefore, since the exploit will no longer be possible, we could, presumably, see mind healing put back into stims the way they were in Beta. Since stims could then heal all 3 pools, mind damage would no longer be anything special. It would just be another form of damage.
We also know that the revamp will attempt to address a lot of other issues and that the new, presumably "specials", versions of the HAM Bars should turn the current combat methods on their ear.
No it could easily be argued that this is a clear indicator that the combat system, as originally implemented, was simply "not ready for prime time." I'd actually agree with that assessment, butvirtually no MMOG comes out of the gate with everything ready for prime time anyway, and that includes primary systems, certainly not for any of the complex MMOGs like SWG is. So it's a fix. But the Developers are not fortune tellers. They can't just look into a crystal ball and see all of the ways we will dig into this new system and find ways to twist it to the advantage of one skill set or another. Which means that your second premise is likely ALSO true, that it likely may also be just another testing point in an ever-evolving system.
In truthall MMOGs MUST be ever-evolving systems anyway. If a MMOG stays static the player-base will eventually bore and leave. Changes tend to have a more positive effect in the long term by attracting new players, even though those changes will turn away some of the older playerbase. Then again some of that older playerbase was looking for a reason to quit anyway, so change or not they would have no longer been paying customers. And no matter how badly you want to make a game, and no matter how good you want it to be, if you can't afford to pay the bills for keeping it going, there won't be a game any longer so, in that respect, of COURSE money is a driving factor. Without it there would be no game to begin with.
BTW, when it come to locking threads and such, first off I'm the Medic correspondent anyway, not the CM corre. Second, none of us Corre's can lock threads anyway. The only special ability we have is to sticky threads for everyone and access to a seperate forum. Otherwise it's all just volunteer work primarily to collect and correlate information from our respective areas. I'm also not one to do that kind of thing anyway, even if I had that capability.
As for posting from a dummy account... I guess if SOE gave me one I could do that, even though I'd rather have them working on game code and worry less about giving Corres second accounts for posting. It might differentiate things a bit, but really Corres are just glorified data collectors. We pass information along and siphon through our forums. We've been sort of culled into a form of focus group on occasion, but really it's not like we really have a lot of interaction with the Devs, other than the occasional discussions that we might have with Thunderheart. Pretty much most of the Corres pass along official correspondence through their own forums first. For example, on the Doc and Medic forums you can find threads for Top 5s, Votes and complete lists of Issues. That is exactly the wording I pass on to the Devs when they get around to asking for a Top 5 list, and things like that. So everything I pass along is already known to the folks on the forum and it's generally stuff they've all voted on.
Anything elsethat is just my opinion is absolutely everything else I ever post. (Which is a lot because I'm a wordy SOB.
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