Combat Medic Archive
Thread: Note To Correspondant: CM Nerfs and PVE
Brainplay wrote:
Honestly dont think we need any help in PvE with our poison and disease abilities. I'm more for groups and not soloing. Soloing is supposed to be the exception not the norm. In SWG its the exact opposite thanks to buffs, armor, and the ability to spam a "special attack" once every second. They dont seem so "special" now do they?
Increasing our damage in PvE only compounds the problem instead of fixing it. As to the comment of "not meant to stand there while the poison ticks".....well after watching a Swordsman tank a Krayt and winning I think that arguement was lost.
Well, the Swordsman does spend 92 skill points in combat while a combat medic spends 29 points in combat. This is also not mentioning the fact that those 29 points that you guys spend is in a novice combat profession. This is also not mentioning that Combat Medics are the second most damaging combat class when going up against 90-95% resistant MOBS such as Dark Jedi Masters and Ancient Krayt Dragons.
"I'm more for groups and not soloing. Soloing is supposed to be the exception not the norm."
In the game manual, it stated you can do both. There was no mentioning of how the game SHOULD be played.
As for CM effectiveness in PVE, the class itself is way underrated. When I was a CM back in December, I soloed the entire Force Crystal Hunter cave by myself without wearing any armor. This was also when the force sensitives were fully functional and used all of their force powers. Remember that you can stack 6 poisons to one pool and you can stack diseases for an exponential amount of battle fatigue which in turn, increases the amount of damage that the diseases do on the next tick. Plus 50 terrain negotiation goes a long way in insuring your survival ![]()
charvakas wrote:
CM is not a soloing class.
No class should be... But CM could use some better PvE abilities.
What wasn't intended was to have the actual range be beyond 64m, which is what all other combat is supposed to be limited to. That was fixed.
DavidGX wrote:
Bugs were fixed. Nothing was nerfed. Throwing poisons at the speed cap and twice their range was never intended.
They didn't fix the bug, they screwed us over. The bug was not have a 64m range cap. What they 'fixed' gives us a cap of more like 44m. To get that 44m you must be a master CM and have the best resources to ever spawn and good experimentation.
Message Edited by Shann0w on 07-27-2004 12:13 PM
lonesomestar wrote:
well the two fixes where good, and no it was not intended to be that you can throw 90+m, they have the formular thats right, but like many other things, they simply did not tested it enough or did not thought about it enough. if you ask a DEV if they ever wanted a CM to throw poison in 1 sec with 90m+, none of them will say yes to you. it was simply a mistake of them -and not the only one-
and the pve.....you dont really think a CM should be able to solo a acient krayte do you? or a NS Elder? that would be silly, and if they could do it that way so easy, eveyone would go that way for high loots. A CM is a supporter usually, no a soloelitefighter.
Actually the DEVs specifically responded in one of our Questions "What is the role of the Combat Medic?" They stated that a Combat Medic is a healer who can also fight or a fighter that can heal. The determination is made by the player and his playstyle. Those that choose to play CMs as a pure support role and those who play CM in a purely offensive role are equal visions of how Combat Medics should be in SWG according to the DEVs.