Combat Medic Archive
Thread: Combat Medicine Accuracy
jkray8472 wrote:
This gives "uber" players an advantage over the non"ubers" like yourself. Which is kind of how it should be--those who put more into the game should have more abilities than more casual players.
/agree.
I'm not complaining about the uberness factor as much as I was under the impression that the potency would basically be given a cap of 110 or 100 as you say.
The biggest problem most people have with MM's is the casual players accessibility to content on par with their attained skill level vs hardcore players with the same attained skill level having far more access to more difficult or entertaining portions of the game. Not a big deal to me. I had the same slight issue with EQ as I wasn't about to devote literally weeks of my life so I could get Time Keyed. It's the way of the world.
jkray8472 wrote:
This patch will not affect your ability to PvE. Don't worry about that. It's just PvP balancing.
This is a new one for me. I thought this was an across the board CM nerf. My bad. Woots for me as I don't have time for PvPing anyway.
The only "nerf" for CMs is giving Doctors Area Cures for poisons/diseases, and giving doctors Innoculations against both of these. This will only affect PvP...or perhaps will also offer you better protection against diseases and poisons in PvE, if you have a problem with them (like against Bull Rancors).
Taurant wrote:
jkray8472 wrote:
This patch will not affect your ability to PvE. Don't worry about that. It's just PvP balancing.
This is a new one for me. I thought this was an across the board CM nerf. My bad. Woots for me as I don't have time for PvPing anyway.