Combat Medic Archive
Thread: Non-CM thoughts on nerf cries
RhenGordon wrote:
You seem to be forgetting the fact that it takes ten seconds before the poison ever ticks. Now unless your group is very bunched up, there should be no reason you cannot cure all the poisoned people of your group BEFORE they take damage. Of course if you are all standing around in a big group bragging about how you just defended your base, then you will have a hard time curing all of those people.
I'm not forgetting the fact that it takes 10secs for a poison to tick. Like I said before, I don't care about the damage, etc etc. When you can reapply with no worries of misses every 5 secs you still take the doc out of the fight comepletely. Its not what the poison does do to my groupmates, its what I can do if I don't get it off ASAP. I mean seriously...who cares if the poison ticks once if the Doc is down 3/4 of his mind from just spam healing posion/disease.
As for the red text, I don't think Im understanding you. What your saying is if my group is not bunched up I would have no problem curing everyone. As a doc with uber 7m cure poison I would rather have my group bunched close to me to heal them. The last thing I want to do is run around randomly targetting groupmates WHILE they are running around trying to kill people. In fact if that were the case it would take even longer to heal and the poison would tick before I could heal everyone.
Some of you CMs may think I'm whining or complaing, but alas Im not. I enjoy fighting CMs as a doc, it keeps me on my toes. The problem is now that the CM is the fotm due to the fact that theres no def against them, and now theres hundreds of little l337 dudes running around with the CM tag. I would pit my pvp group against anyones and I can almost guarantee we will win, but alas here comes 15 solo CM all throwing poison. Fun stuff.
All you have to do is take a look at the BH. Everyone cried and cried about how overpowering eyeshot was, how it was killing pvp. What happend you ask? Acid layers, people wearing any type of decent armor...DEFENSE. Now eyeshot is about as useless as a pikeman. Please....just please give me any type of defese against poison/disease.
Message Edited by Mercuri on 04-12-2004 02:49 PM
thats not make sence, a medic defeating a fencer pistoleer tka smuggler, when he/her poison and disease you with 800 points of mind dam each every 5 sec, thats not right
cm should used to apply poison and disease only on creatures........haaa im furious!!
if no nerfs, ill have to keep some skill pts to novice CM
HidahoDB wrote:
Ok, Did you broke your harms recently, are you on drugs, your 4 friends are AFK during combat ?
Do you know when a CM throw poison he can't move ? So chain cast posion = no run no move ! May be your friends can just attack the CM and kill him before 3rd tick, then you finish to heal poison ?
rolling on floor crying and shouting "a CM is killing us, nerf them nerf them !" is not the answer.
Btw about poison damages phantasm : (double numbers for master)
my regular poison are310 eff range 40
i recently got my hand on6 fire breathing spider venom (power 154), then i was able to make 2 "uber" poisons (failure happen too often for my taste) :
427 eff range 40 so yes it's a 854 damge per tick not 1400.
Of course if i add an area poison it will stack, and tick at 1200 -1500 if both are geo poison,This point show than most peoplecryinghere, have no clue about CM. Area and single should not stack, ask for this bug removal and mind heal,
I also really appreciate same people saying,all weapons should have same range, then adding poisons should be throw at 35, 45, or 40 m
nb : I am master doc and master CM since august, i got top quality ressources on my server
Please post where I asked for a nerf? I've said numerous times keep the damage, range, etc.... all we want is some type of defense against it, currently there is none. Im not asking for a nerf as you can (i thought) plainly see, Im asking for them to add something.
Your right CM cant move when they throw poison. Maybe thats why they all still have some of that 90m poison in stock, don't need to move when you cant be shot. Is that the CM fault, no, but its a problem non-the-less. Seriously are some of you CM that fvcking ignorant that you can't see these problems, or are you just blinded by your l337ness that you dont want to face the facts? There is currently no other proffesion that can say they have the ability to solo 10-15 people at one time. Name another "support" class that can even solo 1 person. Name one attack that can completely bypass any armor with no chance of missing and only a very very slim chance of being resisted?
Its getting to the point where earlier in this post a CM actually said "Doctors have more advantages then CMs". Where do you come up with this drivel? Some of you see the problem and address it as it is, some non-CM come up with decent ideas...ie respirators, area cures, some type of poison resistance. Then theres inbreds that are so worried that they might have to come up with some sort of battleplan for pvp instead of /poison /poison /disease /deathblow....run, rinse, repeat.
I've been a CH...nerfed into the dirt. I've been a BH....worthless def, nerfed as well. I am now a TK/Doc and the ONLY reason I picked this up was to cure poisons because its running rampat and being/having a doc is the only way to survive pvp. Otherwise I'd be hunting jedi with my BH. So as I wind this post down Id just like to say.
Nerf whiners....give me some defense!
Goldenstar10 wrote:
/sigh another nerf crying 12 year-old.
why not cry about commados and bhs that can burn, incap and kill you in two ticks.
even before the nerf it took about 5 ticks toincap an unbuff person with a commando DoT. bh DoT is so weak its worthless. now, so is commando DoT. also...how many skill points does it take to get those "uber" flame ticks?
or swordsman who can solo giant dune kimos. or tkm who can do any type of damage KD blind stun dizzy, and more.
remind me how many types of damage a tkm can do? remind me how aviable 80%kintic armor is? remind me how you can get def vs kd+98 food?
or even riflemans whom i'm geussing you have the same gripe as you do with cms about that they can do damage to an unhealable pool.
thats the point ofrifleman
or pikeman who have lances that can poison disease every pool.
your complaining about pikeman. wow. from the whole pikeman proffesion gives about 30 accuracy before you hit master. and lance loots are pretty rare. rarer than even poisen components.
it seems to me your just jealous because we have a profesion thats just stronger and has better advantages than you. SO STOP TROLLING AND BEING A NERF-CRYER.
stopbitching when you have no idea what your talking about. cm needs to be tweaked
Hotrodg wrote:
Let me start by saying all (almost) calling for nerfs is folly to begin with. This is NOT a nerf post. Nor is it a whine about CM. This is a rant on the fact that the devs seem to have a propensity for fixing symptoms rather than problems.
I hear people say that CM is overpowered. This is not true. CM is indeed "out-of-balance" but the fault is not with the profession. More on this in a bit. I believe CMs to be "out-of-balance", "overpowered", "in need of a fix", "in need of a nerf". Whatever you want to call it, it is really the same in my eyes.
Players see a single CM shut down an entire group of combatants from the basement of a faction base and start screaming nerf CM. Im not trying to get CM "fixed" based on bugs, but on the facts about how out of balance AEmind poison is. Most of the people on my server see this as a game bug and not a CM thing, but agree that AE poison needs to be toned down some.
Now here is the kicker...why is this single CM able to do this? Is it because they do too much damage? Is it because they have too much defense? No to both. The underlying factors that contribute to CM being out of balance, in my opinionare: AE poisons do too much damage for how fast they are able to be cured. Not every third or fourth person should have to be a doctor to effectively counter a CM. As to defenses, not sure what you mean by that, I think CMs should have some sort of defenses in their skill trees.
Ability to target unhealable pool. This is not a problem with CM, it is a problem with the system.
There exists no equipment to reduce to damage from poison/disease. Other professions have thier damage reduced by PvP reductions, Damage Mitigation, and armor resistances.
Combat medics can attack from a range greater than any weapon can fire, (and in some cases through walls). This I do not think would be a problem except for the fact it amplifies the others.
You are correct, all other professions have effective counters. CM however does not beside having a very high ratio of doctors among your group. As to targeting the unhealable pool, if all three pools were made healable, I know Id be invincibleI dont see making all pools healable the answer to CMs or the game in general, and yes, how much does a health or action poison hurt? Not much, chances are the only reason I would cure it is because I thought it was a mind poison. As to how far I think a CM should be able to throw, I think AE stuff should be capped at 50m and single at the same as regular weapon fire.
Now these three things individually are of different degrees of seriousness. But taken together add up to a rather sizeable balance issue. An extreme example would be: A CM is standing inside the walls of a factional base. A party of raiders begins to advance. Our CM mind poisons the entire group from 80 meters out then ducks quickly inside the base for safety. Now by the time the party advances to the base the combination of the unmitigated, unreduced poison has reduced thier unhealable mind pool to the point that a single shot will incapacitate them.
This is exactly why CMs arent balanced. In a real situation one of the opossing CMs would have landed one on the CM before he ducked in the base. I know you can throw through walls, but on my server this is really starting to get frowned apon. It would then have hit everyone inside. I personally dont think of hitting everyone within a building as a bug, and it SHOULD work like this. Now you have both side's docs working frantically to cure every poison they can. Because poison is next to unresistable, everyone is poisoned. You can't take food to migate the damage somehow, nor can you do anything but wait for a doctor to pick you next.
In a sane world these problem would be fixed. In a SWG world sadly this seems to not be the case. It seems much more likely that at some point the effectiveness of Combat medics will simply be reduced. I really dont see most of you listed as problems besides the throwing poison insanely far(and going through wall issues, but this isnt a CM problem). But, I do believe AE mind poison needs to be reduced damage wise 50%, and made it so you can not repoisoned for say 20-30 seconds after a cure.
Now for a little analogy. Lets say that rather than talking about CM, we are talking about a road covered in spikes that gives you a flat tire everytime you drive on it. What is the logical resolution? Fix the road, remove the spikes. In our CM example, this would amount to addressing the problems by creating the ability to heal mind like the other pools, creating equipment that can reduce poison/disease damage, and creating defense skills. At this point the range of a CM is no longer a problem as it is balanced by the fact the CM has no ability to KD targets, etc as they advance. Mind healing is a very bad idea to me, as fights would never end. However, the rest are definately things that can be implemented. I do not think that CMs should keep their extremely long range though.
What seems to be the standard "fix" in SWG is reduces the effectiveness of CMs. This is like fixing our flat tire problem by making tires out of cast iron. Sure you no longer get a flat, but the vehicle is now very unpleasant. The reason I propose what I do, is because I think it would be the quickest, fastest and easiest way to balance CMs. I guess I dont really see your anology either
In summary, fix the darn problem NOT the symptom. I believe in fixing the problem. I dont want CMsto bea class that is useless anymore than the next guy, however I think it is unacceptable that it has gone on this long being the end all of group pvp. CMs are justpowerful in group pvp, not because of bugs necessarily(though they do get used tons I admit), but because doctors can not keep up with heals.
RhenGordon wrote:
You won't get any Combat Medics to tell you that we deserve to not have any defense, because we believe that you SHOULD have some defense. Whether you want to believe it or not, you actually do have defense against us, that is called "Resist" now before you say "That's a joke" or something similar, you should keep in mind that the current system does not alert you when you resist a poison or disease, only the CM gets this message. So you might not ever know that you resisted us.
Most of us also agree that there needs to be a way to cure poisons and diseases faster, and that mind damage attacking needs some looking at, we agree with that, and in turn agree with you. The area of contention with many of us is the compaint that we need to have a 75% damage reduction, that is where we always tend to disagree with you.
So for whatever it is worth.
You're right, I will say that the resist to poison is a joke. The current system may not say tell you if you resisted or not, but the little poison icon next to your name is a clear indicator if its been resisted or not,and being a doctor I keep a sharp eye on the group window for poisons and I would say I see a resist 1 out of maybe 50 poisons thrown. If thats a resist then Im the fvcking pope. When I was a BH with NO def against knockdown I still resisted it more times than that.
Like I said before, there are currently "no" defenses to poison.
bradimere wrote:
"As for the second part...I agree with you somewhat, Docs are a MUST have in pvp. Theres only one problem.....lets say 2 full groups of 20 come together. One group has 3-5 docs and no CM and the other group has 1 CM and no docs. I guarantee the CM group will win. You don't find that a little overbalanced? The fact that it takes numerous, almost 4 times as many Docs to counteract 1 CM? "
but i think your also missing out that the CM means COMBAT MEDIC .
also you all think a CM has unlimited mind pool. we are just as at risk as the ppl we attack. and HMM, here is a thought !!!! Maybe just MAYBE both sides should have a CM with them? we do have other abilities besided Posion/disease , like AE heal, and Range Heal
Your right, you have 1 line of novice marksmen, you should be awesome at combat. Retard. You can cry all you want, your a support class, you're not suppose to do more damage then every single elite/hybrid proffesion.
Message Edited by Mercuri on 04-13-2004 09:16 PM
Mercuri wrote: You can cry all you want, your a support class, you're not suppose to do more damage then every single elite/hybrid proffesion.
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....
Gnuut wrote:
Mercuri wrote: You can cry all you want, your a support class, you're not suppose to do more damage then every single elite/hybrid proffesion.
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....
Not a support class? Why do you have more medic skills then combat?
Edit: I'll answer the question for you. 8 boxes of combat. 4 boxes of ranged SUPPORT and 4 boxes of CM SUPPORT. Hence the support class. Now with 8 boxes of SUPPORT combat you do more damage then say a bounty hunter that has 28 boxes of combat.
You are a support class.
You are a chemical warfare expert.
You are a warrior in the loosest sense of the word.
You are an every class stopper.
You are overpowered. Get over it.
Message Edited by Mercuri on 04-14-2004 04:03 PM