Combat Medic Archive

Thread: What is the main problem you have with the +1 change

Soah_Sek
Mon Oct 27, 2003 7:08 pm
#92

To Jacor,


Ok let them do that.. make it where there is no a and b poisons and diseases only a Poison/Disease pack at master combat medic. The a/b packs are usless anyway.





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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
Kavedawg
Mon Oct 27, 2003 7:10 pm
#93






Soah_Sek wrote:

To Jacor,


Ok let them do that.. make it where there is no a and b poisons and diseases only a Poison/Disease pack at master combat medic. The a/b packs are usless anyway.







I think Jacor was speaking of the Cure A,B, and C not the poisons themselfs



________________________________________
The sky hasn't fallen yet but dreams have already been shattered
MichaelF77
Mon Oct 27, 2003 7:10 pm
#94

After mastering Medic, one needs ony 15 (fifteen) points to be able to cure poison applied by Master CM (or any other CM) and be very usefull in PvP.

After mastering Medic, combat medic with 15 points will have hard time killing kreetles with poison, let alone be any kind of consideration in PvP battle.

Am I the only one who see something wrong with the picture ?



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Soah_Sek
Mon Oct 27, 2003 7:33 pm
#95

OK so lets have poisons and diseases for master combat medics and cures for both of these at master dr.


Problem solved right?




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"I'm not explaining it. It's just easier to call you stupid."

Soah Sek
Server: Kauri
Master Gunfighter
BenderTheGreat
Mon Oct 27, 2003 7:37 pm
#96




Jacorewrote:

Now I am actually hoping to eat crow here (i really am), but please point me to a single instance in which a correspondent threw a tantrum and managed to avert a nerf.








About a month or two ago the Pistoleer correspondent (jaegen88, darn good corre btw), went absolutely berserk on the Discussion forum. Tired of constant whining at pistoleers, ppl who had no idea what is wrong with the prof and why they seemed overpowered, and even direct statements from the Dev's making it clear that they were going to be nerfed, he shouted loudly why everyone who was not a pistoleer (including the devs) had not the first freaking idea what was going on.


And you know what, it worked. Pistoleers got more dev love in that one thread than ANY 10 classes have gotten combined. People/Devs finally started to realize exactly what was going on with pistoleers. And GOOD changes and ideas came out of the thread, Devs saw the light and started actually SOLVING the problems rather thanband-aiding them.


Not that I really want you to have to eat that crow, but since you said you hoped you would have to I'm hoping that it's quite yummy




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Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

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Kavedawg
Mon Oct 27, 2003 7:49 pm
#97

maybe he did that on the disscussion forum, but it's not a good practice on the correspondent forum



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The sky hasn't fallen yet but dreams have already been shattered
BenderTheGreat
Mon Oct 27, 2003 7:59 pm
#98

Well, from my understanding, at that time correspondents were merely another in a long list of things for the devs to ignore


And to be honest, Jaegen88 realized something very important. The reason changes like these come about is because players who are not XXXX profession perceive an imbalance in what the other person can do. This leads to nerf crying, and when it gets loud enough the devs start looking to fix it.


By going to the discussion forum with it, with the most incredibly detailed stats which no one could deny the accuracy of, it was laid bare for the entire community exactly what was going on and why people only 'perceived' a problem with the pistoleer profession. Nerf calls silenced, devs sat back and started understanding what was wrong and the pistoleer profession was saved from nerfdom.


Now, I'm not saying you should go do this. It likely wouldn't work again without hard solid facts, and even then may just be considered a 'stunt'. I was merely letting Jacore know that, yes, a correspondent 'tantrum' has had unbelievable success in the past with this game.




::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

::::::::::::::::::::::::::::::::::::::::::::::::::::::::

SkipDikman
Mon Oct 27, 2003 11:32 pm
#99

I'm not positive on this but if I recallwhen your hams get low you canjust pop a Muon or Pixie and poof your stats are all healed? If this is true, what kind of effect will this have? It's late and I'm tired so I dont know where I'm going with this, maybe someone else can make some sense out of it.



Kavasiae
LorenZo'Andrews
Jedi
Combat Medic
Heltain
Mon Oct 27, 2003 11:36 pm
#100

See i perceive a problem here. There are some nice ideas floating around how you can at least give us something in return for nerfing the holy crap out of our weapons, but that will take ages to implement, like everything SOE does and we have no guarantees that it will go live while we run around with castrated guns .
Stopping regeneration on the 1 point left HAM bar and putting somekind of blind state or even pukeing on the target too would be helpful to elevate our comeing misery.
Kave how i'd be interested to know is what does the Dev concerened with us exactly feel about nerfing our main weapon the same way the secondary DoTs of the other professions are handled ? Is he even aware about the difference, read has he ever played a CM on a live server to get a feeling for it or is he a BH that got owned one to many times ?
Austrian
Tue Oct 28, 2003 2:11 am
#101

Actually whoever posted that you should be DIZZY once the poison hits 1pt is a genius. As far as bandaid fixes go this is definetly a brilliant one. Two reasons: Dizzy will effectively take people out of buissiness, it is VERY annoying and you cant ignore it. People wont be in the incap dance. Second Novice Docs can clear Dizzy. So basically this would make the doc more valuable in his novice days when he cant cure the poison yet. I'd suggest that the dizzy lasts 30s after every tick that puts you to 1pt. Meaning a Novice Doc can only help you in a degree that he can lessen your pain but cant cure it.

Downside, this open a whole new issue of griefing. Now please dont forward this to the devs, but I just wanted to point out that making you Dizzy after the 1pt was reached would be a fancy way of lessening this nerf.



Austrian Avenger

Master Combat Medic, Master Doctor
411 uR w0und5 4r3 b3l0ng t0 u5 !
Mister_Bones
Tue Oct 28, 2003 4:49 am
#102

DISCLAIMER: I am not a Combat Medic so please correct me on any mistakes.


But I am all for balance here, both in PvE and PvP.


The way it is you are both a support and combat class who are meant to be build to be increadibly useful in hunting parties (area effect heals).


As it stands your only weaponsare thepoison DoT's and desease.


Now because in PvP DoT's do not have a 75% reduction like everything else does combat medics are considered overpowerful. They can also target the unhealable mind, once again making you being considered overpowerfull. Finally only doctors can cure poisons, once again making you seem overpowerfull.


However in PvE you are balanced or weaker then other professions. This is because your only attack does not cause direct damage so you have to just wait for the target to die. Because your attacks are only poison you cannot do anything after the intitial attack beyond wait and occasionally heal yourself. The unhealable mind plays no part in PvE because enemies don't heal, they just have stupidly big HAM's so against something with a 10k HAM a poison that does 600 per tick is going to take years to kill the MOB.



Now the change currently on test does not IMO address any of these problems, it is as some called it a "band aid" fix.


Now my ideas on fixing this problem. Firstly all DoT's need to be reduced in PvP by 75% to be brought in line with all damage, as it is DoTs are the sure fire way to kill something, because they are more damaging then direct damage. However this will render you completely useless in PvP and does not address the incap dance problem and does make you any better or worse in PvE.
So poisons need to be made generally stronger, so that in PvE you can deal better damage and in PvP, while being stepped down a knotch you are not crippled.
Now the only problem not addressed is the incap dance, as this could very well still happen, so have it that a doctor can make a cure poison pack that can be used by a medic with either pharm 1 or 2(as it is these to skills are useless) that can only be used in a med centre/player house/near medic droid and has a ridiculous delay (same as wound cure delay) and a huge mind cost. This then will prevent people just negating your poisons instantly but stop the incap dance that follows any encounter with a CM.



I believe these idea better target the problems alot more then this "band aid" that is one test. The thing is DoT's should incap, having them not is stupid, unrealistic and totally crippling to you guys in PvE.





_________________________________________
Nook Thomas

Is Back and Black ... Oh yeah!


Jacore
Tue Oct 28, 2003 5:37 am
#103

Ailix,


I will be happy to find a chef to cook me some stewedcrow then...just because I said I would, and out of kindness to you.


However, I would point out that by the account of your story you've actually supported my point of view rathe than detracted from it.


If he had atantrum he did it within the confines of detailed analysis and numeric data to support his point, not by using sound bite arguments like the kind that are littered among the no-nerf posts.


Jacore

Heltain
Tue Oct 28, 2003 6:06 am
#104

I think it's more like you don't consider the arguments against the nerf valid.

1) it doesn't fix the problems it just circumvents them
2) our poison DoTs as our class defining weapon can't be subject to the same rules that 2ndary attacks of other classes imo.
3) it opens the door for griefers which will increase the nerf calls not lessen them
4) once it goes live it'll never get lifted
5) it makes PvP viability of our class doubtfull, you basically need an elite weapon to be on par again.
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