Combat Medic Archive

Thread: Note To Correspondant: CM Nerfs and PVE

Moosemillion
Fri Jul 23, 2004 5:46 pm
#1

I may have PVPd 10 times or less. Every complaint or request for a nerf on CM has been about our dominance in PVP.


What I would like to be passed up the chain to the development team is that there are players who play this game for the other aspects, other missions, other interests, other than PVP. If you cripple my ability as a CM for the purpose of "balancing" or "appeasement" you risk crippling my abilities as a CM irreparably in PVE.


Now with a shortended range, I need to be withing what I like to call "instant, garaunteed death range" for a Krayt or a Kimo or any nasty thing that goes bump on my head.


Now with a cap on my throw speed high end mobs can outdamage me and kill me much more quickly than I can hit even 3 pools, let alone stack multiple types of a particular pool poison.


All I ask is that for every discussion that the people who make decisions have about the impact on the GCW or PVP that they also take the time to think about how it will effect those people who do not take part in those aspects of this game.


And I would ask this: for every person in Theed PVPing, how many people are running PVE missions on every planet in the system at that same moment. And if you find that for every 2 people actively PVPing vs 100K running Janta missions or doing the Corvette or DWB, then you should weight your decisions on combat balances 2 pts for PVP vs 100K pts PVE. I think that is representative of the activities of the player base, and only fair.



BMM

Bull-Moose Moosemillion

Master Combat Medic / (working on) Master Rifleman

AMOK - Guild Hunt Master - Mandaloria - Naboo - Ahazi Server



Bull-Moose Moosemillion
AMOK Guild Hunt Master - Mandaloria, Naboo - Ahazi Server
CEO of Moosemillion Inc., Commodities Trading
Master Combat Medic / Master Rifleman
jkray8472
Fri Jul 23, 2004 5:54 pm
#2

I'd just like to say that CMs were never meant to toss poisons and diseases and stand there idly while the mob ticks to death. You either use it to complement your combat skills if you want to solo, or use them to supplement a group.


The inability to use havla with your poisons should have had a negligible impact on your PvE experience.



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Jerex116
Fri Jul 23, 2004 6:16 pm
#3

I believe he has a good point most people dont pvp and if you cripple any prof u can also cripple for whole experience for any other aspect of the game.



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Brainplay
Sat Jul 24, 2004 2:44 am
#4

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.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Cakins7005
Sat Jul 24, 2004 6:04 pm
#5






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





Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
Feralcom
Mon Jul 26, 2004 3:49 am
#6

Hill of beans to me...


The most usefull thing about CM for me is Mind and AoE heals. Poisions eather do not have enough time to matter (in short fights) or do too little to notice (in long fights).


I do not PvP because...sadly...I would have my butt handed to me no matter what Proff I picked.
charvakas
Mon Jul 26, 2004 6:52 pm
#7

CM is not a soloing class.



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Mild-Breeze-Trooper
Tue Jul 27, 2004 2:05 am
#8






charvakas wrote:
CM is not a soloing class.





No class should be... But CM could use some better PvE abilities.



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.
DavidGX
Tue Jul 27, 2004 5:34 am
#9

Bugs were fixed. Nothing was nerfed. Throwing poisons at the speed cap and twice their range was never intended.

vortexala
Tue Jul 27, 2004 6:00 am
#10

No, actually, twice the range was intended. That was the formula and skill mods given within the profession itself.

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.



~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...
Shann0w
Wed Jul 28, 2004 12:12 am
#11






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
Wed Jul 28, 2004 4:15 am
#12

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.


Thats what SOE intended: "Combat Medic: A healer who also has some field training to increase his odds of survival in battle." (in the manual) He should be the doc in battles, and not the solokiller of high moobs or groups.



Grofetroe
Tempest
Gnuut
Wed Jul 28, 2004 10:14 am
#13




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.





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....

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