Combat Medic Archive
Thread: Big List of CM Issues for August (VOTE!)
Thanks for taking the time to help us out Zarlor. My votes are as follows:
1. #18.Group Performance Enhancement
2. #1.Combat Medic Crafting/Schematics
3. #2.Combat Medic Support line
4. #8.PvE viability
5. #6.TEF
6. #10. Combat Queue
These areall the issues that I care to vote on at the moment. The group performance enhancement isrelated tomy biggest pet peeve with this class. We are Combat Medics, we should be more desirable that Doctors out in the field (rather than now, where most people perfer Doctors because of their buffs and revives). =/
Well, Fearsn, the problem here is that we could break all of thsoe out. Then your top 5 issues will be one thing at a time and we'll never get the list in front of the Devs. If you really wanted a different order or organization, then you could have jumped in when I asked for help consolidating the issues in the first place. Sorry.
As for bugs -v- non-bugs. Lets face it, if all we listed were bugs, we could just use the .bug command in teh game to make our votes known there. They asked for ISSUES and to me that inclueds bugs, but is not exclusive to that. No correspondent list I have seen yet only listed bugs and the Devs have not complained or asked that we limit our issues to only bug reports.
Something like Mind Damage, for example, is an issue. (And I thought it was listed in there, I'll double check).
Now not agreeing with part of an issue is going to be a common aspect of the process. Normally for what I put together for the Doc forums I would include links to threads taht discuss the issue and provide arguments for and against anything in particular. We have to rely on the Devs to come to some understanding of an issue and decide if all or only part of it is really an acceptable issue to deal wtih, The fact taht those items you don't agree with are an issue for other folks, though, does seem to make it an issue. For what it's worth I can agree to some extent on the resource thing, but you also have to consdier that fro CMs Poison/Disease is our primary weapon. It's the Combat in Combat Medic. If some servers give out garbage resources then there is no way for a CM to properly compete on the level they should when the normal weapons int eh game will alsways be better than what we can make. It's a crap shoot on if a CM is effective or not based on resource shifts and impacts us far more than the shifts do a weaponsmith because of the variety and complexity of the packs we need to make.
As for being better, of course that will be true. Again we need to simply accept that some issues are, in effect, a wish list. And that we will simply have to rely on the Devs to weed out what they think is not accpetable, or provide them but toned down to a proper balance level.
Keep in mind that these issues are highly bulleted. It's not the way I would make the list (check out the Doc forum for hwo I normally do things). Personally I think it's important to list the detalis of an issue and to cover some of the arguments for and against something. They have asked for at least some kind of summary in that manner, but I'm not the CM correspondent. I'm just trying to fill in because I feel that CMs need a voice in this Issue cycle that we simply do not have right now. Unfortunately I do not really have the time to put the same effort into this list that I have and continue to do on teh Doc forum. Al I can do is apologize for that, but the apology will not really change the fact that I simply have reached my limitations on this matter. I really can't devote more time and effort into makeing a more thorough listing for CMs. I WILL provide a direct link to this thread and the one where we compiled the the issues to begin with, so that the Devs do have a point of reference to work from. You made arguments here and others made arguments on that inital thread. So presumably they will get to see your point of view on the matter.
I will say this, factories underwent a fix during this voting cycle, so even though it may end up higher on the issues list than it probably should be, there are still some issues with factories, just not the ones listed. As such I will jsut ct and paste the text I have going for the Docs on this same issue and pull it over to here so the issue sin't compeltely empty. It should probably still ahve a lower rating on teh overall list than it will get (It may even end up in the Top 6, but I don't have the current count handy) and to soem extent that will be a shame since I don't really know that folks woudl prioritize it that high if they compare the issues as they are now, to the issues as they were when they voted. But we have to start somewhere.
Hopefully when a new CM correspondent is chose (and see my thread with the email I got from Xahn indicating that the process for thsi will be starting agin very shortly) these threads will help to provide them with at least a decent starting point. Their methodlogy may be utterly different than mine and they may change everything around and throw all of this away. I just don't know, but I do hope it helps to provide some kind of starting point.. All I can say is that with a fleshed out list, like we have on the Docs forum, it has really made things a lot easier and seem to be working very well. Folks know that if they don't like an issue not to vote for it and hope that it stays lower on the list. But they also know that if enough people do vote for an issue they disagree with they can see taht their arguments may nbot have been persuasive enough to dissade them from voting for it. And the votes are completely public so it's easy for them to see where so many other folks simply disagreed wtih them and voted contrary to their feelings on the matter. So there's really no room for them to complain about it, but there is room for them to try and restate their arguments and hopefully change the minds of some fo the folks who were otherwise against that viewpoint previously.
So for the Docs it seems to work. Where this goes after this round is really going to be up to someone else. Perhaps even you if you apply and are accepted to take over here as the CM data collector. And hopefully that person wil be able to better fleshg out and dilineate these issues.
At any rate, if my methodology is in question, all I can say is that I'm working wiith what I know seems to work, but it's really not going to be up to me in the long run here anyway and I fully and openly admit that my full attention and effort has not, and cannot, be placed here in the manner it deserves, as I have admitted from the beginning. Perhaps there will be some small comfort for you in that.
#1 - CM Crafting/Schematics
#2 - CM Support Line
#8 - PvE Viability
#3 - DoT problems *joint issue with #7 - Faction Points
#4 - Mind Damage
#11 - Pet healing
#14 - AoE Stims Problems
#13 - CM effectiveness
#18 - Group Performance Enhancement
#15 - Bio Weapons
#9 - Lack of Communication from the Devs
Oh, and I can see the confusion on that one. I've changed the wording to read as follows:
4.Mind Damage
·Mind damage has basically been the source of the screams of nerf against CM. As listed in so many other Medic profession correspondent lists, a focus and review of this issue and consideration into healing of it is requested.
Voting is now closed.
And Darth Sushi, that #3 issue is the biggest can of worms around, IMHO. Both professions should and need to be capable in the field. Tossing Revs over to CMs would be like saying Docs should get DoTs, IMHO. I'll add it, though, but really don't agree with it.
List has been posted, but I have to agree with it. Though for me, the vote would have been:
#3
#3
#3
#3
#3
Mind Damage - and the recovery thereof is the biggest source of nerf cries in the game. To address combat recovery of mind is to address the "overpowered" nature of eyeshot, our mind poisons, and "fun" in PvE with large groups and high level mobs.
And honestly, my fundamental problem is with communication. We, as players, do not fully know why the devs removed mind healing from the medic line. We can postulate. But we don't know. And we cannot offer solutions without knowing what we're solving - the ideal solution can only be based on knowing the problem.
When the creative director states that their level of problem solving medic mind healing consists of outright removal - we need more information. Because from my perspective, this kneejerk reactionaryism at it's finest - and not appropriate to a grand scale game such as Galaxies is.
It's because they fond medics heling mind to be exploitable.
Primarily like this. Medic hesl own mind, can then continuously heal others by stimming self, then stimming other, then stimming self and so on.
Thus making an neverending XP fountain.
There are workarounds, IMHO,but in Beta most stuff what pretty kneejerk. If the didn't like something, they just pulled it then tried to take a look at the difference that made.
The mind issue was brought up pretty heavily in Beta, but there was never any Dev acknowledgement of the issue at the time that I was aware of.
There was also probably less PvP in Beta than there is on Live. As such the Mind issue was not quite as readily apparent, even though it was still obviosuly there considering how MOBs will often hit Mind. Even so the Beta environment also leads folks to the "well, ok we think there's a problem in design here, but let's try it out and mostly stick to bugs" attitude. As such I think most of us tried to work with playing with the mind issue and we were probably not too happy about it, but it was probably not as strong a feeling or consensus as it has finally become lo these several months later where it is no longer jsut an annoyance, but a MAJOR gameplay hindrance.
So it seems there were a lot of factors, I would say, that prevented Mind damaage from being the level of issue then that it is now, at least in the way of finally being on the Dev radar (It was obiously on OUR radar, the Medic certainly made sure to mention it then.)
There have been many metions recently of workarounds. THe best one, IMHO, would simply be not to allow a Medic to heal theri won mind damage and to make it a higher level skill. At higher leves XP startts to become less improtant as folks are starting to finish out their templates, while not healing rouself doesn't make one person a nebver-ending healing machine.
To those that argues about two medics making each other that neverending machine, consider that this situation already exists in the gaem, not for healing, vut for most other classes that have a medic around. We can make entertaineres a neverending entertaining machine, pistoller and carbineers a neverending shooting-specials machine and so on. It would appear that cooperatively keeping each other going is an integral part of the game mechanic, except for healers.
I do think that we should be healing less maind than we do for the other packs, hwoever. Possibly even make it a seperate pack so I have to decide if I want to heal H/A this tick or if I want to heal Mind damage. Make that pack only obtainable and the highest level it ever gets is perhaps similar to a C pack now. Possibly make the resources rare or, say,it gives standard C-pack power but REQUIRES advanced components (giving only standard component ability in this instance). Many ideas here that, I think, would not make the "exploitability" of the ability overpwoering, but in line with how we can help other "exploit" their own classes in a neverending fashion. And give us Mind BUffs, for cryng out loud. (Or at least make somebody else's mind buff work just like the Docs buffs do!)
So I think there are workarounds, but the Devs were too busy teying to take care of so many other things in Beta, the issue was never looked into and tested because all fo the ideas above, for example, will still need to be playtested to ensure balance.
I agree, to a large extent, with you.
My problem lies in several factors though. And my biggest problem is this: kneejerk reactions do not belong in long term, grand scale, product development cycles. If you listen to some threads, you'll hear that mind poison is too powerful. Though it's in line with other poisons, so are the other poisons too powerful also? Or are the cries about mind poison derived from something else (non-real world buffable, non-recoverable mind)? If you kneejerk, you'll never find the answer.
I present this. How long did it take you to become a master medic? Master combat medic? I had mastered medic in under a week.. And I'll say this, mind was not my limiting factor on experience gains - stims were. And within the first week, it was apparent that mind damage was a game breaker. If you've spent any time at tusken fort or camp, you know that mind incaps are the way of things since tusken rifles primarily target mind.
The "neverending exp fount" arguement just doesn't work for me. A, we have stims - these in and of themselves prevent us from never ending healing. B, removing mind healing didn't slow down the experience escalation enough to matter as sitting between healing was usually sufficient to recover the mind spent in healing.
I really do want to hear from the devs (Holocron?) why mind healing was removed. I can see a lot of permutations, but without knowing what was broken, I don't see a way to offer an acceptible solution. I want to, but the solutions vary as to what they felt was problematic. From simple - no healing of own mind, and no experience for mind healing - to the significantly more complex like giving other classes the ability to heal mind in combat, wounds, reduced charges, extra stims, and so on. Honestly, it really bothers me that we already are limited to what we can heal based on what we can carry - and that we take _damage_ when we use them.
Because really, fancy definitions of what the pools are aside, being shot in the eye or the head still results in physical or HEALTH damage. But this is the system we're working with. Let's figure out what was broken with mind healing, and address that and other potential problems associated with a return of mind recovery.