Combat Medic Archive

Thread: Combat Medic Issues List: Final

vortexala
Sun Apr 04, 2004 5:33 pm
#1





Alright. Here's the issues list with some wording and explanations appended to each. Some issues have been broken down into seperate issues and they've all been categorized for ease. Thanks to everyone who responded in the 'Breakdown' threads for their input


Just so you know, I'veremoved the 'Cure vs Poisons/Diseases' issue until further testing can be done, as well as the 'Wound DoT+Damage DoT=Incap' until clarification is given by the devs on it.


At any rate, here is the final listing.


Note: This is NOT the thread to vote in. Cast Your Vote here.


If there are any changes needed, or anything I missed, let me know.



  • 1) Inter-profession Crafting Interdependency - Others depdendent upon us:

CMs currently are dependent on Doctor crafted components in order to make the Best Stims. CMs are also dependent upon Artisan and Scout skills to obtain certain resources. Many CMs would like to have other professions dependent upon us for items and/or components.


Fix: Implementation of any/all of the following:


*Doctor Cure Packs require CM crafted components.


*Chef poison/disease resistance foods require a crafted component from a CM.


*Armour resistance layers requiring a CM crafted component.


*Weapon addition to add a DoT attack requiring a CM crafted component.




  • 2) Money:

Medic is the only starting profession to not have a dedicated mission terminal from which to earn credits utilizing their skills and as this is our Novice Profession Requirement, it hinders our ability to earn credits as well.


Fix: Implement a Medic Mission Terminal.


Our skills are also not taken into account when attempting to obtain a Destroy mission other then novice. A Master Combat Medic and a Novice Combat Medic receive the same Destroy Mission difficulty level, a problem no other Combat Profession has.


Fix: Allow CM skill level to dictate mission difficulty.


Combat Medics also don't have a viable sale item. All other crafting profession have items or services they can sell to earn credits, Combat Medics do not. Our customer base consists solely of others within our same profession.


Fix: Implementation of ideas from Issue #1




  • 3) Resources Requirements:

Many CMs feel the resource requirements are too rare/specific. Some also feel that the spawn rate is too low as well.


Fix: Increase the spawn rate to something that is, at the least, decent. A spawn rate of once every 2-3 months is not overpowering OR maintain the current spawn rate but make the stats better all around.




  • 4) No Incap/ +1 Change:

The implementation of the +1/No Incap was an attempt to end the 'incap dance', basically allowing poison to triple-incap a person to death or(at the time) being incapped continuously over an extended period of time due to immunity timer on getting up from an incap. Due to changes and fixes, some CMs would like to have this rule removed.


Fix: Allow Poison to Incap on it's own.




  • 5) Faction Points:

Combat Medics would like to be able to obtain faction points for using their abilities. Whether it be via healing fellow factioned members during GCW related encounters, or by use of poison/disease during GCW Encounters.


Fix: Implementation of a code similar to 'kill credit' for healing, only substituting a drastically reduced ammount of Faction Points for Combat XP. Implementing some form of 'kill-credit' Faction Point gain for damage dealt on a Factional Target.




  • 6) PvE Damage Output:

Combat Medic Damage in PvE is woefully inadequate. Poisons and Diseases offer little to PvE encounters and are sometimes outdone, damage-wise, by simple use of low level marksman weapons.


Fix: CM Damage increase for PvE situations. Anywhere from 2-3 times current.(note: this would automaticallyrequire a damage reduction be placed on CMs in PvP)




  • 7) Usefulness of Disease:

Disease needs it's usefulness examined. In PvE encounters, it has little to no use due to low and slow damage dealt(see #6). In PvP, due to the Stat Cap(a buffed player not receiving more wounds then their unbuffed stat+1) diseases are also of little use.


Fix: Change diseases to:


* Current effect PLUS Prolonged exposure causing different states(dizzy, stun, blind, etc).


* Change diseases to debuffs in that it would act as a 'spice downer' and reduce a stat by a certain ammount(perhaps removing a doctor buff entirely) for a certain period of time.




  • 8) DoT Tick Intervals:

Currently Poisons tick every 10 seconds, Disease every 40.This will cause a large ammount of damage to be done at one time each tick. This has the effect of perhaps panicking certain players and causing them to feel an immediacy in seeking medical attention quickly or not at all.


Fix: Shorten the intervals between 'ticks' while maintaining the same damage output. This would make seeking medical attention within the first tick not so critical.




  • 9) Damage Mitigation/Resists:

Combat Medics do not have any Damage Mitigation or Resistances within the profession except what is granted in the Ranged Support line of Marksman(Ranged Defense +6/Melee Defense+2).


Fix: Grant one or more of the following:


* Ranged Mitigation Level 1


* Resistances to Poison/Diseases within the Combat Medic Skillset.




  • 10) Increased Usefulness of Mindheal:

Mindheal, currently, has drawbacks which outweigh it's usefulness. It lacks any true range and the wounds/bf it causes are too high.


Fix: Increase the range of /mindheal and lessen the wounding. (note: this may become a non-issue with the HAM Revamp portion of the Combat Revamp, in which it is thought that mind healing will be as easy as Health and Action healing)




  • 11) Experimentation on Stim Components:

Combat Medics would like to be able to fully experiment on their Stim Components as opposed to relying on a Doctor to make the components/schematic for us.(note: this is linked to Issue #1 in that some feel if Doctors are made to rely on us, then there is no need to remove our reliance on them)


Fix: Allow full experimentation for the Stim Components.




  • 12) Flamethrower/On Fire Cure:

Combat Medics would like to have the ability to cure the On-Fire state.


Fix:


* Addition of the Fire Blanket to the Combat Medic Profession(either simply copying it over to a skill, or lowering the current Fire Blanket ability from Doctor to Master Medic)


* Addition of a seperate item for Combat Medics to use to cure the on-fire status(preferably with a range and/or AoE effect)




  • 13) Healing While Mounted:

Combat Medics would like the ability to heal while mounted.


Fix:


* Allow ONLY stims to be used while mounted(ranged, area, and regular)


* Allow self-healing only.




  • 14) Range:

Combat Medics currently have the ability to throw offensive meds 90+m. This is far beyond the range any other Combat Profession is capable of achieving. This was supposed to have been capped previously but never was.


Fix: Hard Cap the range at 64m(note: it has been suggested that if this is done CMs should no longer be 'rooted' in place for the entirety of the 3-5 second 'throw' animation as a fair trade-off)




  • 15) Line of Sight/Z-Axis Issues:

Combat Medics have the ability to 'bounce' an AoE offensive Med off of a single valid LoS target and then effecting everything within range of that target, regardless of their current location. Combat Medics also have issues with knee-high logs/boulders/rocks/etc blocking their ability to throw ranged/area meds.


Fix: Make it so that things like walls and the ground actually interfere with throwing meds, but items such as Rocks and Logs do not.




  • 16) Drag Range:

Combat Medics feel that the range on /drag should be increased. Currently we are limited to the same range as a Master Medic. Being the 'Range' and 'AoE' specialists, we should have at least an increased range for /drag.


Fix: Increase the range for /drag.




  • 17) Poison Resistance System Message:

When a player is hit by a poison/disease, and they resist, they receive an on-screen system message stating 'So-and-so applied poison to you'. This is misleading and may be the cause of some people believing CMs have 100% accuracy.


Fix: Change the system message to reflect that the player actually resisted the poison/disease.





Message Edited by vortexala on 04-04-2004 07:13 PM


Message Edited by vortexala on 04-05-2004 03:28 PM


Message Edited by vortexala on 04-05-2004 03:30 PM

Message Edited by vortexala on 04-05-2004 03:31 PM



~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...
RhenGordon
Mon Apr 05, 2004 1:49 am
#2

Texxie,


Nerf herder replies not withstanding I think it is a pretty good list.


I re-verefied the resist message tonight and I was absolutely correct. If you want to make a character on Ahazi, or you would like me to come on test center I would be glad to do that tomorrow night and show you what I mean.


If you would just reply to me on this message or Private message and let me know what time you would be able to get online I will meet you there and show you what is going on with it. For me 6:00PM pacific time or later is absolutely necassary. You might want to start on Naboo somewhere, either way though I can get you the money to get to my shop, or I can meet you anywhere as well.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pahdbacca
Mon Apr 05, 2004 3:51 am
#3

number 11 is more important to me than #1, but I guess we will wait til voting for that....


I have to work late but would love to be a test subject for ya Rhen...Maybe I could get some taxi money from Pappi for a newbie....





-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
IckKey-Bah
Mon Apr 05, 2004 4:29 am
#4



trolling not allowed

Message Edited by GarVa on 04-05-2004 07:17 AM



In the minds Of FIGHT is another galaxy far far away
=========================================================
Cheap Loot====Janta, NS,Geo,Mokk,Dantari and every other loot. REAL CHEAP Stop paying outrageous credits for something worth 150k, like Great Ns Lances
Location: Lake Dread Merchant Tent ****Nova**** Industries (last tent on the right)
=========================================================
vortexala
Mon Apr 05, 2004 5:39 am
#5

Thanks for the re-verification, Rhen. I'll add it to the list before posting the voting thread.


Pahd, the order their listed in isn't the order I'd put them in personally either. It just came out that way *shrug*





~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...
Skydiver01
Mon Apr 05, 2004 7:40 am
#6

Very nice post .As a CM,I like all of the ideas. Mostly the ones for crafting components for other profesions. I feel we do need more offensive in PvE but I think we are too powerfull in PvP group fights. I understand we are weak one on one in PvP but thats the point. We are for support and need to fightPvP in groups but in a group we become too powerful. Hopefully with CM crafted components for Chef foods players can increase their resistances. Giving other players a means to protect themselves with foods and or better Bio-Clothing from us CM would be giving them a choice. Then if they opt to eat other foods and wear other types of clothing, fault is on them for not defending theirselves from the CM. . . .




________________________________________________________

Excite

Like a midget at a urinal, you have to stay on your toes !
Pahdbacca
Mon Apr 05, 2004 7:46 am
#7


Texxie -


Garva -


Message Edited by Pahdbacca on 04-05-2004 10:47 AM



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Kharrissa
Mon Apr 05, 2004 10:06 am
#8

Looks like a very good list.
DarkCobra
Mon Apr 05, 2004 12:23 pm
#9


Trolling

Message Edited by GarVa on 04-05-2004 07:55 AM

Icecream47
Mon Apr 05, 2004 12:45 pm
#10



trolling not allowed

Message Edited by GarVa on 04-05-2004 07:17 AM

Pappi
Mon Apr 05, 2004 3:35 pm
#11



Pahdbacca wrote:

Texxie -

Garva -

Message Edited by Pahdbacca on 04-05-2004 10:47 AM





pahd:




stupid_people_happen . .
Pappi Inc Tailoring (home of the black tax) - Odi's meds and chef tissues - closed
- I support literacy, common sense, and apostrophes
vonbraat
Mon Apr 05, 2004 3:52 pm
#12


just trolling



and there was much rejoicing...
DarkCobra
Tue Apr 06, 2004 2:24 pm
#13




Trolling

Message Edited by GarVa on 04-05-2004 07:55 AM







Ok,im still wondering why i got this thing since what i was saying was just plainly a real issue.


Im sorry to say it again,ill try in other words maybe i wont get censored in my own proffession forum.


The issue most people have with CM right now is the 3 incap from desease/poison combo which has the effect of most of the time,giving decay in pvp.


I dont think making poison or desease incap with the dot will help in any way since it will still bring decay in pvp,beside,with the current strenght of our poison with spider venom and all,im sorry but if the guy gets poisoned,he has no chance.


I mean if youre master,its pretty rare to miss a poison if the quality is good,give the guy a mind poison,then i win even if i die,therefor considered a 1 shot kill from us CM now i just think that will bring more fuel in the fire.


Now i hope this post can be considered has positive critisism while i posted BOTH post very polite and informative without the usual "NERF CM BLAH BLAH" that usually gets posted in here and that goes unnoticed.


Page 1 of 2
Previous Next