Combat Medic Archive

Thread: /curepoison

scarecrow823
Thu Mar 11, 2004 6:23 am
#1

I have been a master combat medic since August. I have been loyal to my proffesion when it lacked the proper experimentation points, when advanced resillance compounds were bugged and when we had no terrain negotiation bonuses. Now with the crys of nerfs, i have considered dropping it .


It has always been too easy to poison or disease another character. And the ease of bringing a player to their death by poison has bored me.


So i come here to ask the combat medic community a question. How would you feel if /curepoison was moved to a novice medic skill?


I ask this question because after a player masters medic, it only takes them 6 skill points to gain the ability to apply poison. However if a player masters medicand wishes to cure poison, they must spend 15 skill points for the ability. The skill point distribution is in the combat medics favor.


I do not mean to threaten our proffesion in any way, but the use of skill points is quite unbalanced.


If /curepoison was moved to a novice medic skill I am most certain that almost every player in the game would find a way to move it into their characters template.Does thatmean we are completely gimped? No.

We will just have to be more tactful when applying poisons. For instance use warcry on the target after applying poison. Use a combination of a knockdown and dizzy attack , then apply poison. Or craft poisons that are so potent that curing them is almost always unsuccessful. And remember, not all players know they are poisoned untill it is too late.


I am anxious to hear your replies and comments and would like to thank all that respond.


Scarecrow - Master Combat Medic/Rifleman *Radiant*


Talpi - Novice Bounty Hunter *Lowca*

vortexala
Thu Mar 11, 2004 7:01 am
#2

/curepoison should never, ever be moved to Novice Medic. It should, however, be moved to Novice Doctor to bring it in line with the /applypoison granted at Novice Combat Medic.

The furthest I'd be comfortable with moving it would be Master Medic.



~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...
Lilcappy
Thu Mar 11, 2004 7:43 am
#3

Being a Master Doc, /cure poison should stay exactly where it is. It is the benefits of being a doctor.



_____________________________________________________________________________


Ediw Ap-Ta
Master Doctor/Pistoleer
BigDeth
Thu Mar 11, 2004 8:13 am
#4

I wouldnt object to that if our poisons ticked upon application instead of waiting on the timer. Master Medic i think would be an ok spot but with all the stuff in the works already i dont see it happening.



Slaytan Hellstomp, HUNG like a bear Master Combat Medic/Master Doctor Eclipse
If you're not outraged, you're not paying attention.
Rchuno
Thu Mar 11, 2004 3:01 pm
#5






Lilcappy wrote:

Being a Master Doc, /cure poison should stay exactly where it is. It is the benefits of being a doctor.






I agree. keep it in the Doc tree. Maybe move it down a little but the lowest I would move it is Novice Doc.



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
SecretFire
Thu Mar 11, 2004 4:02 pm
#6

I would scream bloody murder if novice medics got /cure poison. Too many people pick up novice medic for basic healing now.I think it would give novice medic too much for no work. It would also take the need for a dr away somewhat. I worked hard for my /apply poison and Drs worked just as hard for their skills. It would be unfair to both classes to put it in novice medic.



vBlissv

presently not playing swg actively

Gnuut
Thu Mar 11, 2004 8:09 pm
#7






scarecrow823 wrote:

So i come here to ask the combat medic community a question. How would you feel if /curepoison was moved to a novice medic skill?


I ask this question because after a player masters medic, it only takes them 6 skill points to gain the ability to apply poison. However if a player masters medicand wishes to cure poison, they must spend 15 skill points for the ability. The skill point distribution is in the combat medics favor.



Actually you missed something pal. It actually requires 35 points to be able to apply poison from Master Medic vs that 15 to cure it. You forgot CMs require Ranged Support 4. Kind of funny that as a CM you missed that. You sure you are a CM?


I could see cure poison moved to Novice Doc or Master Medic at the most but not anything less.

Message Edited by Gnuut on 03-11-2004 09:58 PM



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Lilcappy
Thu Mar 11, 2004 9:19 pm
#8






Rchuno wrote:





Lilcappy wrote:

Being a Master Doc, /cure poison should stay exactly where it is. It is the benefits of being a doctor.






I agree. keep it in the Doc tree. Maybe move it down a little but the lowest I would move it is Novice Doc.





Novice Doc would be Ok, But anywhere in medic is too low imo



_____________________________________________________________________________


Ediw Ap-Ta
Master Doctor/Pistoleer
Indomatic
Fri Mar 12, 2004 12:24 am
#9

If you moved cure poison to the medic tree everyone would pickup MCM, and a master ranged profession (probably rifle or carbine). These people would then be able to apply poisons and diseases, cure poisons and whatever their ranged profession granted.



------------------------------------------------------
Ret. Colonel Wyron Serper- Valcyn
Lazzarus Serper - Valcyn
Qadara San're - Valcyn

Axe_Grinder: There is no tactics to a weapon that ticks 1800 mind damage.
Debrad: There is no tactics to a using AT-ST's either so what is your point
Planetstalker
Fri Mar 12, 2004 6:00 am
#10

I wouldn't



// Veiroi Eco - Jedi Knight //

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