Combat Medic Archive
Thread: Why poisons ARE overpowered.
There is NO question about it, poisons are terribly overpowered and need a huge, huge nerf.
Today I formed up with a group of about 20 people to head to anchorhead. We had a couple AT-ST's and we were feeling good...but there was one problem...right as we got in we ALL got hit by an AOE mind poison. It ended up killing all of us. If you figure that each person has an average of 800 mind points, and it hits all of them thats 6000 freaking damage from one person. Not to mention the fact that one single combat medic can SINGLE HANDEDLY stop 20 people.
Here are the issues with mind poison:
#1 It is uncurable. Doctors? PLEASE!! How is a doctor supposed to cure mind poison on 20 freaking people?? In a 1v1 battle? Gimme a break, how many people are doctors? Its essentially uncurable.
#2The combat mediccan still attack WHILE the poison is going. So its like damage onTOP of a ranged attack. So those of you who are comparing aCH to a BH gimme afreaking break. You could be a rifleman AND a combat medic and do mind dmg way faster than a bh could.
#3 You dont need an LOS. You can sit in the freaking cantina and kill everyone outside with no risk to yourself.
#4 The AOE puts it extremely over the top of broken because of the damage potential it causes. Can you do 6000 pts of damage in a matter of 50 seconds with eyeshot alone??? No freaking way!
I agree with u except that you are missing the point slightly...
its the MIND poisons that are over powered....not all the dots in the CM line...
so the issue isnt the power of CMs, but the power of mind damage...
H and A poisons do as much damage as the attacks of other combat classes and they go unnoticed because the fact is that you can heal H and A.An AOE H or A poison is easily counter attacked by one AOE stim pack from another CM.
So i understand your frustration, but seriously its not the dots that are overpowered but the ability to inflict mind damage that is overpowered...
so rather than just nerfing all the dots in the CM H and A are perfectly in line...
the real issue here is mind damage....and thats not a CM issue...
it just looks like a CM issue now since we are the hardest mind damage hitters...prepatch it was eyeshot and headshot3/mindshot...but that has been reduced...
So lets relook at mind damge before we just go and nerf the CM class..
but yes in the current system, JUST mind poison need to be toned down 50%
All poisons need a nerf. Even if H and A poisons are healable, how is a medic going to keep healing 20 people at once??
And i said 6000 dmg, i meant 16000.
Sorry... but I'm going to have to disagree with the original poster to an extent. If you pack 20 people into a small enough area that you can all get hit by a single AOE, then you deserve to get owned by AOE attacks. The first poster's tone seems to imply that if his group got hosed by 4 or 5 carbineers with full-auto-area attacks, he'd be on the carbineer forum complaining about carbine damage being too powerful.
Mind poison, in my estimate, is the SWG equivilant of nerve gas. It's a horrible and horribly deadly weapon, and if you're fighting someone who has it then you're at a disadvantage and should change tactics accordingly.Maybe there should be some sort of 'gas mask' armor that has high HAM encumberance but increases poison resistance by alot. But barring that, if you breathe in nerve gas, you're kinda done for.
Mind damage in general, I'll continue to agree, needs to be rethought somehow. The simple fact that mind damage is unhealable has made mind-targeted attacks far superior to all others in PvP. Action-targeted attacks are a distant second, and only because most people use up more action pool on specials than health.
deadjawas wrote:
All poisons need a nerf. Even if H and A poisons are healable, how is a medic going to keep healing 20 people at once??
And i said 6000 dmg, i meant 16000.
AOE healing stim?!
deadjawas wrote:
All poisons need a nerf. Even if H and A poisons are healable, how is a medic going to keep healing 20 people at once??
AoE heal as stated above. Another Cm can easily handle any poisons done to health/action. Also, poisons only tick every 8-10 seconds. Anyone with medic skills can easily heal health/action damage.
So sorry, poisons don't need a nerf. They function as intended. It's part of the reason CMs are supposed to be scary in battle and, at least I believe, have the title 'Chemical Warfare Expert'.
All poisons need a nerf. Even if H and A poisons are healable, how is a medic going to keep healing 20 people at once??
Aoe Heal... same range of aoe.... and actually heal's for 1k+ per person, that right there over heals the dot.
Ok so you are talking about mind posions being a bit unfair. Let m qoute you a couple or AT-ST's. I think the mind poison levelled out the feild.
Axion
Combat Medic/Doctor/Medic/ Pistoller
First of all, I'll admit poisons are overpowered in the current state. 1 they don't cause give you a TEF when you use them. 2 they avoided the 75% PvP damage nerf. Second, I am all for giving doctors area effect poison/disease cures because right now even with 2 or 3 doctors in a 10 person group with poison cure C's are going to lose most of the members of their group to 1 area poison.
The fact that its area effect is meaningless. Every elite ranged combat proffesion has an area effect shot that shoot out horrindeous amounts of damage. A master pistoleer is going to do about 4000 (average 200 per shot per person) damage a second to a group of 20 people all within a given cone and knockthem down while he's doing it. A master rifleman is closer to 7000-8000 damage a second on 20 people with strafe shot 2 (and make them break cover (who cares).) A master carbineer has an cone shot posture down attack...I haven't played to a master carbineer yet, but I imagine the damage falls between that of a rifleman/pistoleer.A buffed con/stam or armor will slows these numbers down a bit, but they are still higher than poison's damage per second just because they hit so much faster and so much more often.
Poison C should be more effect than the second tier bleeds (health/action/mind shot 2/torso shot) it is the class defining ability.
"Can you do 6000 pts of damage in a matter of 50 seconds with eyeshot alone??? No freaking way!" 6000 damage in 50 seconds. Against NPCs easily...that 6000/900 or about 7 shots, so maybe 8-9 seconds. Against PCs its much closer as your damage is reduced by 75% but still 6000 is an obtainable number in 50 seconds. But seriously compare poisons to your combat proffesions area effect shots not your one on one shots.
someone fielding several ATST's and 20 people on an Anchorhead raid that than get's wiped by one single AoE deserves to clone.
what would you have said if it was 1 carbineer (assuming charge2 was not broken) that just charge2/action2'ed you? half your crew dead before the medic could start to cure the bleeding..
why did you run in 1 pack instead of charing the town from multiple sides? hello? AoE packs fixed was posted in the patch message. now you know how it works, next time you will adapt your tactic.
next thing.. read Fossi's post. the first paragraph lists the bugs that make poisons seem overpowered, but they are all bugs nevertheless. once these are fixed, poisons right where they should be compared to other Combat Profession's area specials.