Combat Medic Archive

Thread: (vortexala/devs) Combat Medic Revamp proposal to bring some fun back into the profession

Chianti
Thu Jul 22, 2004 9:47 pm
#1


I'll try and be brief and to the point, since nobody wants a novel.


Our profession is at heart a healing profession. We are a support class that is meant to ADD benefit to a group with our abilities and meds. Unfortunately, with the broken combat system, highly skilled crafters can create obnoxiously strong venom enhanced poisons that quite literally take the fun out of our profession.


We've become the 'win' button in most raids, and we've lost sight of the fact that we're supposed to be healers at heart. Healerswith the ability to ENHANCE combat for our raiding group. Throwing a poison that can annihilate massive armies at a whim takes the fun out of everything. I dont enjoy playing combat medic anymore because it requires no skill, and we get bashed on more than anyone else.


So I propose a radical revamp to the concept of poison and disease to make our profession fun, restore our support role and bring healing back to the front. To outline:


  • Remove the ability for poisons and disease to affect base ham.

Instead of poisons and disease taking away ham at a steady rate as if being attacked (we're not an offensive profession, people), make poisons tailor made to SUPPORT YOUR GROUP. Different poisons for different enemies and different groups you raid with.



  • Add STAT based poisons and diseases

Having poisons and disease effect stats will naturally take away the 'win all' button venom has given us, but it could potentially make us even more useful than we are now (not useful at all, just the win all profession). For instance, we could add the following poisons:



  • Ranged defense poison (drastically reduces the ranged defense of the group it is applied to)

  • Melee defense poison (drastically reduces the melee defense of the group it is applied to)

  • Attack speed poison (increases the dely experienced between attacks)

  • Accuracy poison (decreases accuracy of the group it is applied to)

  • Damage poison (increases damage taken)

  • Temporary food debuff (slowly debuffs the effects of foods until the poison is cured)

We could also add diseases (potentially uncurable, but only last x duration)that have the following effects:



  • Battle fatigue disease (increases battle fatigue gradually

  • Entertainer healing disease (prevents entertainers from healing your BF or mind)

  • Food disease (prevents food buffs from taking effect after it's applied)

There are endless ideas that could make the profession super fun, and could make ORGANIZED parties with knowledgeable cms true foes. For instance, if a group is heading into an attack where we know a ton of melee classes will be present, we might want to decrease their ability to defend against ranged attacks so we can clear them out before they have a chance to hit. Or, knowing we're about to be attacked by a LOT of ranged classes, we could throw an attack speed/accuracy poison to give us more time to fight back before getting mowed down.


I'd love to get some feedback, and also some ideas for diseases and poisons that I missed!

Coban_Bochry
Thu Jul 22, 2004 10:25 pm
#2

very very good ideas


plz, some mod, dev, anyone read this and let a programmer know, damnit something needs to be done!




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Chianti
Thu Jul 22, 2004 10:36 pm
#3


Just as an update, try and forget about the DOT aspect of poisons and disease.


These new poisons and diseases would simply apply the effect and it would stick until its cured and/or has run its course. Crafted poisons would look something like:


Accuracy Poison

Uses remaining: 35

Condition Inflicted: Poison

Attribute Affected: Accuracy

Attribute Reduction: 17

Potency: 113

Duration: 282

Range: 40

Area Effected: 29

Rerquired Combat Medicine Use Skill: 88


The better the resources, the more reduction in attribute

Message Edited by Chianti on 07-23-2004 01:36 AM

DarthVillanus
Thu Jul 22, 2004 10:38 pm
#4


You could also add in things in placeof poison/diseasesuch as:



  • Single and area Dizzy packs. Makes it so a cm can dizzy players.

  • Single and area Intimidate packs. Makes it so a cm can intimidate players

  • Single and area Blind packs. Makes it so a cm can blind players

  • Single and area Stun packs. Makes it so a cm can blind players

  • Give cm's an accuracy line! A cm being able to hit a player 100% of the time is unfair to rest of the professions that have to take into account accuracy. Make poisons have range modifiers just like weapons.


This would bea real good start at making cm a "support" class. Anything is better than the current poisons/diseases we have now.

Message Edited by DarthVillanus on 07-22-2004 10:40 PM



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DaBomB691
Thu Jul 22, 2004 10:46 pm
#5

extremely great idea, especially from a 1450 poison tick cm!!
Chianti
Thu Jul 22, 2004 10:51 pm
#6






DaBomB691 wrote:

extremely great idea, especially from a 1450 poison tick cm!!






yeah my 1450 area mind poison is pretty brutal
AnXdiety
Thu Jul 22, 2004 10:57 pm
#7

If we went this route we would have to only allow 1 poison or disease to be added at a time. In fact doing this now would be a huge help. No more stacking of A/B/C poisons or diseases. By using different poisons as outlined it would introduce a form of tactics and choice if only 1 could be applied at a time.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

Chianti
Thu Jul 22, 2004 11:03 pm
#8






AnXdiety wrote:
If we went this route we would have to only allow 1 poison or disease to be added at a time. In fact doing this now would be a huge help. No more stacking of A/B/C poisons or diseases. By using different poisons as outlined it would introduce a form of tactics and choice if only 1 could be applied at a time.






I disagree. With a proper delay in place, stacking these poisons could be useful without throwing things out of balance.

AnXdiety
Thu Jul 22, 2004 11:19 pm
#9

Perhaps but maybe its possible to add a delay right onto the packs themselves and use the healing speed as modifiers like they do for regular weapons. Similar to commando's grenades.





Anxdiety / Anx'ty

and all those voices in my head have every right to be there

Quemine
Thu Jul 22, 2004 11:58 pm
#10

Maybe CM's should be reduced to having onlyteargas and pepperspray.. *blinds opponent*


Some very nice ideas though, speed/accuracy decrease would be awesome to have. But what about PvE? Should we not be able to kill anything on our own?



Quemine Aweron / Caeron Auger
NWW Ranger
Medical Resources, Components, Supplies, Food & Drinks Vendor
Vesania, Corellia, 4639 -6000
Raptorious
Fri Jul 23, 2004 4:06 am
#11

zanzanEXPO
Fri Jul 23, 2004 8:16 am
#12

great idea




gggggggggggggggxnnntnnnxggggggggggggggg


white96cobra
Fri Jul 23, 2004 8:18 am
#13

I like it.



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