Combat Medic Archive

Thread: Solution I have not heard before...

Zurck
Mon Mar 22, 2004 11:53 am
#1

I was visiting the SL forum's today and it occured to me. Since SL has been pretty much neglected and since a lot of people are crying for a CM nerf why not fix both with one solution. Give master SL's the ability to add Poison/Disease resists to their group? This would give their group members you some additional (with the new foods) defense vs our attacks but would require a specific profession in order to achive it. Then if CM's want to counter this they would have to spend more exp points on potency thus reducing the amount they hit for.


If you are going to post and say this is a horrible idea please give a well thought out response.



Sall M'on
AoD
Black Sands, Tatooine
DoctorGriggs
Mon Mar 22, 2004 12:14 pm
#2

That is actually not a half bad idea. Needs a little work, but a nice way to help out a fellow (and often undervalued, overlooked) profession.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Zurck
Mon Mar 22, 2004 2:23 pm
#3






vortexala wrote:
Personal opinion here...

I'm of the mind that resists should require crafting, be it food or med, and not simply a free skill.

I wouldn't mind seeing some skill given to SL(lord knows they need some lovin') that would perhaps hinder the effectiveness of a poison and/or disease. Not completely nullify it, mind you, but perhaps a damage reduction. Say each tick would hit normally for 600, with an SL skill that tick could be reduced to say 400-500.

Or it could increase the delay between ticks for a set period of time.

It's worth discussing at any rate




I think both of our idea's would get us to the same end point just different path to get there.


If it just added to the resist by 25-35%for a specific period of time (Since SL"s already have non craftedstat buffs this would keep in pattern with their current line.). it would not completely nullify our attacks, it would just mean we need to spend more points on the potency when crafting to ensureit sticks,thus resulting in lower effectiveness. Granted this would in essense lower our DPS but would ensure our attack hits, or keep spending your points on effectiveness and risk having to toss more then one to get it to stick.


I like your idea too though...



Sall M'on
AoD
Black Sands, Tatooine
Zurck
Tue Mar 23, 2004 1:10 am
#4

Thanks for the one star. At least be willing to post a reply along with it



Sall M'on
AoD
Black Sands, Tatooine
XingYuen
Tue Mar 23, 2004 1:24 am
#5

One star ninjas. Got to love them. Have enough of an opinion to justify clicking it to express their lack of satisfaction but not the will to actually post any meaning for it. Makes for quite empty opinions I think.


Squad Leader is a powerful profession if used effectivily, especially in PvP. I think this idea has merit, would need some fine tuning. Perhaps a /resistPoisonDisease skill that when activated, protects the group against poison and diesase for 30 seconds and has a 60 second timer. Would keep down the ability to spam poisons and give valid windows for Docs to cure, but keep it fair enough so that CM's could reapply in a functional way.






Xing Yuen

Zurck
Tue Mar 23, 2004 1:32 am
#6






XingYuen wrote:

One star ninjas. Got to love them. Have enough of an opinion to justify clicking it to express their lack of satisfaction but not the will to actually post any meaning for it. Makes for quite empty opinions I think.


Squad Leader is a powerful profession if used effectivily, especially in PvP. I think this idea has merit, would need some fine tuning. Perhaps a /resistPoisonDisease skill that when activated, protects the group against poison and diesase for 30 seconds and has a 60 second timer. Would keep down the ability to spam poisons and give valid windows for Docs to cure, but keep it fair enough so that CM's could reapply in a functional way.







Agreed.


I just threw it out there mainly to see if it had been talked about before. I don't live on these boards so I was not sure if it had been.





Sall M'on
AoD
Black Sands, Tatooine
vortexala
Tue Mar 23, 2004 1:53 am
#7

Personal opinion here...

I'm of the mind that resists should require crafting, be it food or med, and not simply a free skill.

I wouldn't mind seeing some skill given to SL(lord knows they need some lovin') that would perhaps hinder the effectiveness of a poison and/or disease. Not completely nullify it, mind you, but perhaps a damage reduction. Say each tick would hit normally for 600, with an SL skill that tick could be reduced to say 400-500.

Or it could increase the delay between ticks for a set period of time.

It's worth discussing at any rate



~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...
Zurck
Mon Mar 29, 2004 10:39 am
#8

anyone else have any thoughts on this?



Sall M'on
AoD
Black Sands, Tatooine
DragonstarSunsoar
Mon Mar 29, 2004 12:42 pm
#9

Not a bad idea, SL is a good choice for the skill. Since they already give group mods it would be in line with their current role in game. Iguess the question would be to give them mods vs resistance or vs effectiveness. I would favor mods vs resistance since this would *possibly* appease some of the whining concerning us and pvp.



Dragonstar Sunsoar

Master Gunfigher
Master Combat Medic
Proud Member of the Widow Makers







Dragonstar Sunsoar Master Combat Medic, Aspiring Master Carbineer ~Widow Maker~

Rchuno
Tue Mar 30, 2004 1:07 am
#10

Not a horrible idea but I think that I would limit it to maybe 33% at master. This would still require people to use food/clothes in order to resist on a regular basis but would make it possible to resist much more often.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
gametruth
Tue Mar 30, 2004 1:09 am
#11

Great Idea, everyone is right it needs a little work and fine tuning, but a damn fine idea. Now if someone could just get a DEV to see this . . . . . . . . .


Sutek Amon'ra





Khadim Midahk

*sig edited by admin*
Zurck
Tue Mar 30, 2004 7:12 am
#12

Looks like the one star bandit is back on my post.



Sall M'on
AoD
Black Sands, Tatooine
Mild-Breeze-Trooper
Tue Mar 30, 2004 7:44 am
#13

I think it is an intresting possibility that merits investigation.


Personally I think maybe our esteemed correspondants suggestion was the better one. Resists will still be in, but in form of food and equipment. But squad leaders could get the ability to mitigate poison damage. (A bit like they do when they share wounds over the whole group)


The exact percentage of reduction is debatable but somewhere around 20-25% wouldn't be unreasonable I think.


Another posibility is that when the SL uses his skill poison ticks are delayed in some way, allowing the accompanying doctor to coordinate his efforts and heal more people before the poison ticks. (The group has a doctor with it, right?)





Carbicide: "The victimless crime!"
BTW Yes it is true, I've tested it myself, poison only ticks once every TEN seconds!

"I lead with my intellect, wits, example and the big nasty gun that I use to shoot everyone who doesn't follow my orders"
Rennec Bibo, proud owner of some sort of carbine since november 2003.
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