Combat Medic Archive

Thread: Remove the +1 nerf

Avr
Mon Aug 02, 2004 2:02 pm
#1

Now that everyone will have resists+resisttapes + area cures let's get rid of the +1 nerf. you can flame me but think about it, no one is going to pvp without the resists, hell you rearly ever see ppl pvp without the usual buffs. Let's have some mitigation on this nerf(s) and remove +1.


Poison should kill now.



Avr Wookiee of Flurry
cydonia
Mon Aug 02, 2004 2:41 pm
#2






Avr wrote:

Now that everyone will have resists+resisttapes + area cures let's get rid of the +1 nerf. you can flame me but think about it, no one is going to pvp without the resists, hell you rearly ever see ppl pvp without the usual buffs. Let's have some mitigation on this nerf(s) and remove +1.


Poison should kill now.






I would not be completely against this. TheDOT to one damage thing was added when bleed were horribly overpowered and they have since nerfed the living crap out of them. But i still think waiting til after the nerf has come out and seehow muchthese changes actually effect you is the best idea. One of the main reason i say this is cause i was PvPing the other day in 2 groups of 20 can you guess how many of us were not docs? just one guy!! So, when the cm nerf comes out there will be losts of docs arround still and because of this CM weakness will be inflated. So after a while the doc numbers should return back to normal and then we will know how hard the CM nerf reallly hit.

Message Edited by cydonia on 08-02-2004 04:44 PM



Why are you wearing that stupid man suit?
Zal'hanan
TsunamiKata
Tue Aug 03, 2004 8:20 am
#3






cydonia wrote:






Avr wrote:

Now that everyone will have resists+resisttapes + area cures let's get rid of the +1 nerf. you can flame me but think about it, no one is going to pvp without the resists, hell you rearly ever see ppl pvp without the usual buffs. Let's have some mitigation on this nerf(s) and remove +1.


Poison should kill now.






I would not be completely against this. TheDOT to one damage thing was added when bleed were horribly overpowered and they have since nerfed the living crap out of them. But i still think waiting til after the nerf has come out and seehow muchthese changes actually effect you is the best idea. One of the main reason i say this is cause i was PvPing the other day in 2 groups of 20 can you guess how many of us were not docs? just one guy!! So, when the cm nerf comes out there will be losts of docs arround still and because of this CM weakness will be inflated. So after a while the doc numbers should return back to normal and then we will know how hard the CM nerf reallly hit.




Not only remove that poison/disease +1, but also re-exame the disease tick on the individual.


As it stands, disease will no tick more than the individual's ORIGINAL HAM +1, for instance if the individual is HUMAN with 400/400/1100 HAM, the disease will ONLY tick for 399/399/1099 and stops completely, but that's hardly significant when the individual are buffed with over 3000/3000/3300.


Personally I would like to see disease work differently than the way it is currently.


I believe Disease has to restrict the healing on the individual, for instance a disease C will completely restric the healing and recovery ability of that individual so you can't heal or can only heal a % based on the effectiveness of the disease.



Anway, those are just some of my thoughts.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Happymob
Tue Aug 03, 2004 8:54 am
#4






TsunamiKata wrote:

Not only remove that poison/disease +1, but also re-exame the disease tick on the individual.


As it stands, disease will no tick more than the individual's ORIGINAL HAM +1, for instance if the individual is HUMAN with 400/400/1100 HAM, the disease will ONLY tick for 399/399/1099 and stops completely, but that's hardly significant when the individual are buffed with over 3000/3000/3300.




I agree that they need to remove the poison wound restrictions to actually make disease effective. The problem is they put that in place to avoid the permanent incap on cloning (where people would clone with more wounds than stat). It would be great if they could detect this condition whenever someone cloned or whenever any sort of buff wore off and adjust the wounds accordingly.


For example, if I have 400base staminaand a 2500 stamina doc buff, let wounds pile up over 399 as TsunamiKata suggests (otherwise 399 wounds with a 2501 remaining good stat is meaningless). If my buffs wear off, reduce my wounds to 399. If I die, reduce my wounds to 399. It shouldn't be that hard. A variation on this already happens with damage when buffs where off - as the stat bar is reduced, the amount of damage you have is reduced (so the buff wearing off won't instantly incap you like it did at one point).





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


vortexala
Tue Aug 03, 2004 9:02 am
#5

I've actually asked to have the +1 restriction removed, citing the current number of counters as well as the soon-to-be innoculations and curative ability increase given to doctors.



~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...
TsunamiKata
Tue Aug 03, 2004 9:44 am
#6






Happymob wrote:

I agree that they need to remove the poison wound restrictions to actually make disease effective. The problem is they put that in place to avoid the permanent incap on cloning (where people would clone with more wounds than stat). It would be great if they could detect this condition whenever someone cloned or whenever any sort of buff wore off and adjust the wounds accordingly.


For example, if I have 400base staminaand a 2500 stamina doc buff, let wounds pile up over 399 as TsunamiKata suggests (otherwise 399 wounds with a 2501 remaining good stat is meaningless). If my buffs wear off, reduce my wounds to 399. If I die, reduce my wounds to 399. It shouldn't be that hard. A variation on this already happens with damage when buffs where off - as the stat bar is reduced, the amount of damage you have is reduced (so the buff wearing off won't instantly incap you like it did at one point).




And again this is another defining momment of Developers' half ass band-aid approach to fixing inherit problems that existing in the game. Instead of fixing the root of the code they implement a half ass fix to this problem which in turn restrict the ability of Combat Medic as a whole, now even more so with the reduction of our other abilities.


That +1 removal is nearly not as nearly urgent as the improvement to the way how the disease work currently, if they(developers) remove the + 1 for poison/disease, then every CM will go back to poison spamming and just start to throw poison and disregard disease all together.


Again, my recommendation is to: 1. re-exame how the disease tick so that it'll be more effective in a tactical PvP role and, 2. Define a better way for the disease to function instead of 40 second per tick wound, but a more immediate and noticible effect.



Food for thoughts.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
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