Combat Medic Archive
Thread: Combat Medic vs. Doctor and Area Effects
Loonytic wrote:
area cures won't stop the nerf crys (they don't like the idea of having to bring docs with them)... people won't be happy until they can get 100% protection against poisons
A suggestion could be like this:
Doctors cures should be the end all cure for poisons and resists. They should be able to experiment them to extreme efficiency against poisons and diseases (curing with one application).
Combat Medics should be allowed to cure posions and diseases, after all we are the ones who apply them in combat, why shouldn't we know how to counter them?
Two differences should be made in antidotes though. There should be the definite cure, appliable only by a doctor within a camp or med center (or with droid). This cures all traces of poison or disease and works with one cure for any bar on the HAM.
Then there should be the "on the fly"-cure. Appliable in normal stims by master medics and upwards and by Combat medics in ranged and area form. This cure is not avaiable for substats. Applying it will cause some wounds to the cured stat of the recipient (dont know what ammount but say 50). And it will have to be stat-specific. (Mind Poison cure, Health Disease Cure)
Doctors might get a second form of "on the fly"-cures which causes no wounds to the recipient or can clear poisons out of all stats at once.
This would keep doctors as the most powerfull healers but it would keep area cures where they belong (CMs) and it would make cures a bit more avaiable as well, due to the fact that Master Medics can get them as well.
It would give area cures (at some cost) to cover the area diseases and it will generally change the PvP situation to a more balanced enviroment.
Also (to prevent this to become a source of wounding grief) a on-the-fly cure should give increased resistance to the poison cured for a set ammount of time (30 sec?)
I don't know, this was just of the top of my head. It might be a stupid idea, but what do you guys think?
JudasTyberius wrote:
What I propose is the following:MASTER Doctors gain the ability to create Cure Poison D and Cure Disease D, which confer no ability to heal at range, but have the effect of a Cure C to all friendly players within a 3m radius of the doctor. Maybe 5m would be appropriate.
This would not negate the benefit of having ONLY the cures in doctor, but it would ENHANCE the benefit of being a Master Doctor.
Doctors already get plenty of benefits and is a class that is easily dabbled as it is. I agree giving doctors an area cure would help their class alot and may stifle some of the nerf crying. However this would just drive the CM profession further and further down a hole of uselessness.
Every single person that cries about CMs claims we are supposed to be the best healers in combat but this simply isn't true.There is little benefit to having a CM as a combat healer since we can only heal 5 types of combat damage whereas doctors can heal 12 types.
I'd be willing to agree to a point blank cure for docs if it required them to use CM made components or the packs themselves were made only by CMs. That or just give the AE cures to CMs.
This would make the Master Doctor more useful during PvP combat, as opposed to primarily before it, and it would let the doctor concentrate more on the overall flow of things,as opposed toworrying about whether he selected the right target in the thick of laggy combat.
Again, CMs are supposed to be the battlefield healers yet Doctors dominate that role since they are able to heal more combat damage than we can. Alot of people complain that CMs are a hybrid support profession yet they miss the fact that Docs are purely support and are the more favored battle healer. I have no problem with this other than giving them a tool that makes my class useless.
I respectfully disagree with your assessment of the situation regarding doc vs cm combat healing. Strictly speaking,a doctor can heal more damage to an individual, and different types of status effects, but I, as an MCM, can heal all of the physical damage done to all of my party members simultaneously, and keep them alive long enough for the Doctor to do his job.
The way I see it, a doctors place on the battlefield is in the rear. curing poison and disease, snuffing out those nasty fires (coming soon to a doctor near you), and rezzing/rebuffing the guys that got popped.
A combat medics place is more near the middle of the battlefield. Able to heal damage to the entire friendly population within their radius, drop poisons/diseases on the enemy, and possibly put in a few key shots here and there if they have a combat profession in their template. I have a macro that does /drag every 1 second repeatedly, so I also provide ferry service to get the deadies to the rezzers in the backfield.
I really do think i'm the best healer in combat. I can keep an entire group of 20 unbuffed players alive while fighting enraged bull rancors (and have done so numerous times). A doctor CANNOT do that, unless he's a CM too. Of course, with the glut of doctors around, seeing a party of any size that has a majority of players who are unbuffed is rather out of the ordinary these days...
Anyway, my 2 creds...
Kirus wrote:
Loonytic wrote:
area cures won't stop the nerf crys (they don't like the idea of having to bring docs with them)... people won't be happy until they can get 100% protection against poisons
There is a 100% way to currently resist poison and disease.
Play another game.....
heh, even then... FF series has poison effects, Baldurs Gate series has poison states, Diablo series has poison states, WoW will have poison states...lmao, I could keep going... poison is a partin the majority of RPG's out there....so if you don't like poison don't play any other RPGs