Combat Medic Archive

Thread: CM 'Balance' thread 11/24/04 Now new idea thread also!

Pahdbacca
Mon Nov 24, 2003 6:54 am
#1

Hi again!


Please post on any balance issues you feel strongly about as a Combat Medic.


Please stick to you own opinion an any 1 issue and post on it once, either yes or no. If you wish to argue or debate, please create a new thread or go to an existing one. (Please, no flaming)


Topics I wish to include in the State of the Profession under this topic include:



  • The +1 HAM Cap on DoTs. Does it bother you and if so, how much has it affected you in solo PVE and PvP, and Group PvP and PvE

  • Faction points and DoTs

  • Faction points and Healing

  • Doctor poison and disease curing ability (including the posibility of AoE cures)

  • Flamethrower cures

Thanks in advance


(Title Edited)

Message Edited by Pahdbacca on 11-27-2003 11:40 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
Zebar
Mon Nov 24, 2003 7:01 am
#2

What I think needs balancing is the 120ish wounds I get everytime i wanna heal someones mind. I don't feel i should have to spend any more **edit** time in the bloody cantina, there is enough downtime in this game to drive someone crazy..



120 is WAY TOO MUCH. where the hell do the devs pick these numbers ffs

Khragon
Mon Nov 24, 2003 7:11 am
#3

The +1 dot stinks and I have all but dropped CM now due to it. Few examples. With mounts out now, there was 1 guy at the NPC factional base near my PAHall, I ran up, poisoned him, then he ran off. Normally I would be able to run up and DB him as the poison would eventually kill incap him....but no he sends me tells laughing at me how he was at the shuttle port now with poison because it doesnt incap him...nice.


Second time my poison in PvsE, I was killing Rebel NPC's on Dant and 1 incapped me who would of died with poison, but it stopped at 1 and he came up and DB'd me....nice.


Third instance was PvsP in Theed, 5 rebels swarmed in. I AOE poison all 5, then die as usual. Get up and all 5 fully healed cause their doc now can cure it better and none will die because of it so theres no hurry to cure it anymore.


Poison is a joke now, no fear of incap, and if you cant incap a doctor and take him out of a fight its useless. Doctors are now more powerful then CM's in PvsP. They should of made it so a bleed or poison does 1 incap, then holds at 1HP. I have all but stopped PvsP now cause CM's got dropped from being top 3 in game to bottom, which is why myself and 4 other CM's I know all dropped it.

WildWildMaN
Mon Nov 24, 2003 7:14 am
#4

- Reduce duration of poisons. With ARC my packs deal over 50k of damage. Maybe more, but i havent seen mobs yet with over 50k HAM bars. I think 10-15k for an ARC-made pack is good.


- Remove +1 cap and reduce PvP damage on poisons by 75% and diseases by 25-50%.


- Add some form of poison protection - let it be a poison layer to armor, or poison defence to BE tissues.


- Consider making chance to poison dependable on armor class/resist and potency will determine whether poison deals full damage or less. Currently it _may_ be too overpowered with no failures when applying poisons. Another way is to nerf RC/ARC.




Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Vodo_Baas
Mon Nov 24, 2003 7:14 am
#5

The +1 HAM cost has effected my play very little. Normally I throw a poison and follow it up with as much blaster fire as I can. Since the poison was additional damage it still works for me the same as before. The bigest impact it has on my gameplay is the occasional saves it would give me. Say I get incapped, then as the NPC slowly walks over to deathblow me the poison ticks once or twice and drops him saving me from the deathblow. Its a few and far between thing so its not really critical. I use poisons the same in PvP as PvE so their usefulness to me is unchanged there as well.

Faction points with DOTs and Healing must be fixed! We can get the penalties from using them (TEF) but none of the rewards? It serves as a method in discouraging Medic type players from participating in the war. I lack the combat skills to solo faction missions to earn faction points or credits, so the alternative is to group. I get the credits from the group, but I'm still lacking a method for faction points. What I'd like to see is Medics getting faction points for healing overt or TEFed patients. Since you incur the penalties for that action you should get some reward as well. Doesn't have to be a lot, but could really promote participation in the GCW for healing classes. Though I suppose it can also open a lot of doors for exploit as well.

A method of curing the "On Fire" status is needed. Because of the amount of damage fire can do (and its wound griefing potential) I think a non-medic only method of curing it is in order. Something like an Artisan crafting Fire Extinguisher sounds good to me. All players can use it (on themselves or others) only to cure the "On Fire" status, no healing just removes the status.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Happymob
Mon Nov 24, 2003 7:32 am
#6




  • Faction points and DoTs
  • Faction points and Healing



  • These are the big ones for me. They managed to fix combat exp when healing (in fact they started giving too much combat exp for healing) months ago, yet we still can't get faction points for playing our class as intended during factional combat (PvE or PvP). I should be able to play a support role on faction missions and get some reward other thana bit of money.




    Imadoh and Ikiecobi
    Quality Resources and the Corellia Butcher - NoCo
    NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


    Neyland
    Mon Nov 24, 2003 8:23 am
    #7

    - PVP Disease needs to be increased.


    - In comparison to other profession's bleeds... Poisons need to be increased. Look at the amount of damage per skill point spent here. Then compare cost per poison vs cost of a bleed.


    - Faction points based on Damage not based on who gets the DB.




    +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
    Proud member of the Savage Nation!
    "If sometimes you feel insignificant, useless, offended and depressed, always remember that you were once the fastest and most victorious sperm in your group"


    SolSpur
    Mon Nov 24, 2003 9:38 am
    #8

    The +1 no psn incap was ment to fix the pve no loot problem but it greatly weakened our pvp abilities. I believethe +1 psn no incap should apply to pve only and allow our psns to incap in pve.


    With the addition of mounts all we can not heal or use our primary weapons (psn and disease) while mounted. We should at least be able to heal ourselves.




    12 point AS, FS crafter, RIS Certified - active
    12 point CM and FS crafter- retired
    kryz
    Mon Nov 24, 2003 9:53 am
    #9

    I really would like to see shorter duration of my poisons, but let it tick faster. And maybe even have it tick the first time when I apply it. I really hate it if a Medic+Marksman can kill me, just because I have no other combat skills and he can heal himself with his Mega-Doc-Stim-Bs and shoots me with his Pistol while doing so


    Remember not every CM has additional Combat Skills, but I feel I should be able to kill a person that spend way less Skillpoints...

    Patina
    Mon Nov 24, 2003 10:53 am
    #10

    Have of the medicines we use are healing. In order to maximize our expermientation on the components used to make our stims (BECs, CRDMs, and SSDS) we are required to spend 21 points on novice doctor and doctor med crafting mastery. I propose that the component and their advanced counterparts recieve a bonus from CM med crafting level but that it not be additive with the doctors experimentation.



    -Patina Novice Squad Leader, Novice Forum Poster
    AttirusBane
    Mon Nov 24, 2003 11:06 am
    #11

    +1 HAM instead of incap has killed this profession. Now with mounts were totally useless in PVP. I cannot catch anyone I mean anyone at all to get into blaster range and incap them. It is fustrated for me. Group PVP the same. Once a target is poisoned they either mount up and run or use Burst run. Yes i did belive that one CM SHOULD NOT be able to incap a group of 15 with 1 AOE poison. But not being able to incap anyone is a complete farse. SOE should have left it somewhere in the middle. Now with doctors possible using AOE poison cure without the incap rule the way it was be just better find something else for us to do. they will be 0 CMs left. Now about us healing mind damage.. It should be a craftable item. A mind damage stim pack of some sort with Combat Medicine Use 100. That way only Master Combat medics can use it. Also when we do use it instead of giving us 120+ wounds it should give us 200 mind damage a use.... Imagine if a BH used eye **edit** and got 120+ action wounds... Imagine if a Commando couldnt incap with his flame... Imagine if any of the u33r l33t d00ds couldnt incap you... There would be a ranting madhouse... But SOE always did cater to the DAMAGE dealer and the l33t d00d never us the supossed the 'support class' Remember it was those u33r l33t d00ds that complained to get us this way beacuase how can a 'medic' pwn me wit posion. d00d im supposed to r0cK5 him. Im phat. I gots a LLC and I gots eye shot.. You get picture... Since they wanted to pwn the battlefield they got what they wanted ... The only class that could 'compete' with the u33r damage dealer is gone and dead now thanks to the +1 incap rule. Call it what you want you know I'm right!



    Captain Attirus Bane Master Combat Medic 608th Elite Toxicology Unit Imperial Army
    wierwab
    Mon Nov 24, 2003 12:05 pm
    #12

    I have never posted to the forums before, but I feel compelled to now. I can't stand the +1 cap. It makes being a CM a lot less fun because poisons and diseases are our only real offensive weapons. Nobody else has a +1 cap on their primary weapons. The same applies to health shots.


    Not to mention it's illogical. In real life if you caused someone to bleed out or if you poisoned someone, they wouldn't go just up to death and then just stop, they'd bleed to death, or die from the poison. Why else would you want to incur bleeding or poison someone or something unless you wanted it to die?


    This particular nerf has just infuriated me with it's effects. It leaves those who had relied on such things before at the mercy of the pack now.

    Avr
    Mon Nov 24, 2003 12:21 pm
    #13





    • The +1 HAM Cap on DoTs. Does it bother you and if so, how much has it affected you in solo PVE and PvP, and Group PvP and PvE

    I'd rather see poison potency vs player/mob resists. chance to resist poison, chance to resist incap instead of stopping at +1. If a player resists incap then the +1 applies. This makes more sense to me and more inline with what poison actually is.



    • Faction points and DoTs

    The db system is too simple it reminds me ppl that did loot stealing in AC1. it should be based on damage done.



    • Faction points and Healing

    Docs should get FP for healing poison/desease/bleed/flame DOTS caused by enemy pc.



    • Doctor poison and disease curing ability (including the posibility of AoE cures)

    If the AoE cure is localized to the Doc position, IE not ranged.



    • Flamethrower cures

    I think It's totally rediculas that every thing got nerfed exept for the most brutul dot out there. I know they spent a lot of points but so did we. A cure would be helpfull but they also need to bring this to the +1 mark if thats the way every other dot is.




    Avr Wookiee of Flurry
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