Combat Medic Archive
Thread: WTFook is the correspondent
I've just been hiding, haven't posted anything regarding the recent changes or done any testing....
Seriously, what would you like me to do? I've posted, I've prodded, I've put for the CM concerns to the devs and have asked for things in return for these changes. There's not much more I can do at this point.
And, as I've posted before, here is exactly what I posted to the devs when these changes hit TC.
- Up the Med Usage on ALL the new items.
A-Level should start at 80, B-Level at 90, with C-Level being a full 100 at Master Doctor. Keep the inability to experiment on the Med Use as well. If you're going to put this in, then make it cost skill points to use.
- Cap the area effect on the cures.
Doctors should not be able to clear a 40m diameter area with a single cure. An A-level should be capped at 7m radius(current range of theirother meds), B-Level at 10m radiuswith theC-Level at 15m radiusmax(and that's pushing it).
- Reduce the effectiveness of the innoculations.
Right now a mediocre B Innoc on TC withstands a Mediocre C Poison. It took 5 tries with a 149pot C(best I could make on TC) to hit Agent who had a mediocre (IIRC) 145effB Innoc. Seem a bit steep there, don't you think?
They need more of a trade-off in experimentation with these Innocs. CMs have Charges/Range, Ease of Use/Potency and Effectiveness/Duration we have to choose between during experimentation. If you want high damage, you sacrifice potency and range. Want a higher range, you sacrifice damage and potency. If you want a higher chance of sticking, you sacrifice damage and range. That's a fair trade off in my opinion.
However, currently, if we dump EVERYTHING into Ease of Use/Potency, we can get a high enough pot to actually overcome a B-Level Innoc. But the effectiveness and range is pitifully low. Add in the C-Level Innocs ability to mitigate the actual damage done, and a High-Potency Single Target C level poison/disease is worthless. Sure we can land it, maybe, but it won't do any signifcant damage. And on a buffed target, the damage will simply regen without need for healing. TheArea effect Poisons and Diseases would be in worse shape.
A Doctor should have a similar decision to make:Effectiveness vs Duration. And on a C Level Innoc, Effectiveness vs Duration vs Absorption. Lower the BASE crafted stats and make a Doc decide what to experiment in... we have to work for ours, they should have to work for theirs.
If you need some numbers of how high we can get potency to on Live, and what we sacrifice in the other categories to get there, thenlook here.
And now for some things to GIVE to CMs:
- Fix the 'You have been poisoned/diseased' system message a target receives.
You're already working on that, which is appreciated.
- Remove the rooting.
Remove the fact we become rooted when we throw any of our stims, poisons or diseases. We are now limited to the same range as every other combat profession AND it's going to take multiple tries to actually land a poison/disease. At least let us do it on the move. I understand other combat professions have the same issues with some of their abilities, but CMs have a total of 3 abilities: Area/Ranged Heal, Area/Ranged Poison and Area/Ranged Disease. ALL 3 use 1 animation, and that animation roots us no matter what we do. Kill that rooting please. Give us a chance here.
Oh, and also, the new Doc Area Cures can be done while on the move... fair for one, fair for the other.
- Give us some defense.
I know everyone else is going to whine about this request, but seriously, give us some defense. Right now we have a Melee Defense of +2 and a Ranged Defense of +8. Any chance, at all, of upping that? We're supposed to be the 'in-combat healers', give us a fighting chance to defend ourselves while we do the healing.
- Increased BASE rate of Ranged/Area Stims
Currently our stims have lower range then our Poisons and Diseases. This is due to the fact that the subcomponents used are from the Doctor Profession and have NO range rating. To rectify this lack of range, simply increase the base crafted range of the stims, with experimentation used to up that rangeeven further.
- Increaseusefulness of /healmind.
Mind damage is king. We ALL know that. Once the HAM Revamp goes in, that will change. Until then, what do we do? Simple.Increase the Range of /healmind, remove or severely lessen the penalties(prefer removal), and reduce the cost of using this ability. This will encourage CMs to use this ability more without fear of sidelining themselves AND it will make Mind Damage less of an issue then it currently is.
Anti-Thug wrote:In light of all this nerfage.....what is your input...what do you think...have you heard anything? I am not sure how active you are but we kinda need some input.....
believe me, he's active... he can either stay on the CM forum and debate with all of you, or take that energy and work with the devs on the correspondent forum. take your pick.
Pappi wrote:
Anti-Thug wrote:
In light of all this nerfage.....what is your input...what do you think...have you heard anything? I am not sure how active you are but we kinda need some input.....
believe me, he's active... he can either stay on the CM forum and debate with all of you, or take that energy and work with the devs on the correspondent forum. take your pick.
just was asking a question.....thanks very much for your response to the devs...
Pappi wrote:
believe me, he's active... he can either stay on the CM forum and debate with all of you, or take that energy and work with the devs on the correspondent forum. take your pick.
Grozurr wrote:
Pappi wrote:
believe me, he's active... he can either stay on the CM forum and debate with all of you, or take that energy and work with the devs on the correspondent forum. take your pick.texxie does one better...bothwe're still looking into how he can be 2 or 3 places at onceGrozzer
he doesn't. I station the CM forum with a whip when he's busy
Message Edited by PsionicHawk on 08-04-2004 08:43 PM