Combat Medic Archive

Thread: Ideas on solving the overpowered claims.

Ferran
Sat Feb 21, 2004 2:52 pm
#1

As far as I can tell, the only thing most people complain about, is the fact that a CM has huge effect on large-scale battles. Are there any other complaints? Yes, poison/disease are is powerful, but aside from heal, it's ALL we can do.

RANGE HAS TO BE FIXED.

If you still think we're overpowered after that, drop area effect down a bit. Damage rates are fine, no need to reduce DPS.

30m is a huge amount of area effect, I'd be happy with 20, maybe even 15, and all I do is PVP.

Anyone have any other ideas? With AOE 20-30% reduced (and range bugfixed), I think that a good CM will still be very powerful, but it won't be as simple as getting within range and dropping a couple AOE packs into the crowd. AOE will still be powerful, but it won't be able to kill off an entire city with a couple well placed poisons.

I've been a CM off and on for a very long time, and it's funny to see all the complaints that've started appearing in the last couple months, we used to be even more powerful. The reason we do so well in PVP, is the lack of good docs. If you have 1 good doc per 5 people in your group, you'd have a VERY different view on CM. We aren't THAT overpowered, the range problem is a major reason for all the nerf cries, IMO. I'd like to ask all CM's to tell the devs to fix the range issue before they consider destroying our class.

BTW whiners, if your group doesn't have any docs with poison cures hotkeyed, you're all morons and deserve to be slaughtered. Don't cry about us being overpowered when you're just unprepared.

Keep those hate tells coming, I love it.

Meshan, Ruffnecks
Imperia, Naboo
Kettemoor
Glyndo
Sat Feb 21, 2004 3:42 pm
#2

You are absolutely correct. Unless I'm solo, I always make sure I have a doc with me. (helps that my wife's char is a master doc) But if you go on a large scale raid and don't bring a doc or 3, you need to make sure you clone first and have alot of time to spend in the med center. I'm am soooooooo tired of hearing XXXX Class is too powerful. Get over it people, and instead of crying nerf, there are alot of aspects of various professions that don't work properly, maybe suggest ways to help the dev's fix your profession of choice.

Every class has their strong and weak points. CM's have poisons and disease (strong point), they have ZERO weapons skills of any usefulness unless they choose to pickup an elite combat class (weak point). Every profession is this way, if they weren't then you'd have everyone playing X class. This isn't a hack-n-slash game, use some strategy when you are fighting a CM. If you don't like the fact of the area poison/disease break into smaller groups and stay a decent distance apart, or focus on the CM first. I always, always evaluate my target before trying to take them down. If he's ranged, get close. If he's melee, stay at a distance. Use specials like knockdown or warcry/panic shot to help give you the edge. If you have pets utilize them, send them after the CM while you stay out of range of his area attacks. Put just a little thought into PvP'ing and for Yoda's sake, QUIT WHINING.



Glyndo Malina, Retired Elder Smuggler
Married to the Hawtest Twi on Valcyn, Lunah
Alpha class make the pvp'r good it does not
DarthCedric
Sat Feb 21, 2004 4:18 pm
#3

If CM's get AoE cures (and only CM's should get this), that will solve alot of the whining. CM's get an extra benefit, most people will be happy, everyone wins.



Darqyeti
Master Chef
Master Pistoleer

Thraxx_Deathdealer
Sat Feb 21, 2004 5:54 pm
#4






DarthCedric wrote:
If CM's get AoE cures (and only CM's should get this), that will solve alot of the whining. CM's get an extra benefit, most people will be happy, everyone wins.





I agree there should at least be a AoE cure from CM's or DOC's.




-=Thraxx of Bria=-
Master Bounty Hunter
Master Smuggler
dabbler of pistols
Official MeatShield and Bait of AH
AH-Master Sergeant of the Rebel Army

Kavedawg
Sat Feb 21, 2004 11:12 pm
#5

increase poison effectiveness by four times the current levels and add a 75% reduction for PvP to stop the "it's not fair you dont get hit with the PvP reduction" whiners


Put in a solid mind healing system to stop the complaints about the "power" CM's have in PvP


add an immunity timer to someone who has just been cured of a poison to end the complaints against AoE and Re application of poisons


add a modifier to faction armor that will reduce the damage tick of a poison dependent on how many and which pieces are worn. This will end the "no defense" complaint and also give a reason to wear the armor in PvP, although Wookiees are screwed again.





________________________________________
The sky hasn't fallen yet but dreams have already been shattered
RhenGordon
Sun Feb 22, 2004 3:22 pm
#6

Great ideas Kavedawg, I have to take exception on a couple of these however.




Kavedawg wrote:

increase poison effectiveness by four times the current levels and add a 75% reduction for PvP to stop the "it's not fair you dont get hit with the PvP reduction" whiners


This is a cosmetic solution, but it would end the compaints that combat medics are not hit by the 75% reduction everyone else is.


Put in a solid mind healing system to stop the complaints about the "power" CM's have in PvP


Have to agree here as well.


add an immunity timer to someone who has just been cured of a poison to end the complaints against AoE and Re application of poisons


While on the surface this sounds like a great idea, it would have to be based on two things.


1. It could only be immunity after being healed by a doctor, and the immunity could not be more then a couple of minutes if that. If you make it too long it become a zerg tool that the opposition can use. I also think that it should only be an immunity to the specific type of poison that was cured. For instance if you cure mind poision, then health poison should still hit you until you get that cured.


add a modifier to faction armor that will reduce the damage tick of a poison dependent on how many and which pieces are worn. This will end the "no defense" complaint and also give a reason to wear the armor in PvP, although Wookiees are screwed again.



I have to really take issue here. Armor is something that almost everyone wears already, to grant this to EVERY type of armor out there would be a huge nerf to combat medics. I draw a disntinction between balancing and nerfs with something that another profession can counter.


If you give this to all armor, then it would have to be much much weaker in its other areas. Since different types of armor is more effective against different types of attacks. If you wanted say a 75% resist to poison, then kinetic and energy should be very low. This 75% should be compounded by all the armor worn. Like this:



  • boots give 5%

  • gloves giv 5%

  • legs giv 10%

  • chest gives 20%

  • arms give 10%

  • helmet gives 25%

In this case for full effectiveness you would have to wear all the armor to get a 75% resistance. But then you would only be 10% likely to stop other attacks. To give everyone resistances across the board with armor would be to make them indestructable tanks more than they are already.


Of course this too only works if they fix the defense modifier stacking. Since you can create an almost unittable template and then create a CM resistant set of armor, you have an almost indestructable character at that point.


I would prefer giving CMs or Docs a resistance buff. This would require them to search someone out and get the buff before they enter combat. Make the buff only last 20 minutes though and then require a reapply. I like this idea much better than making all armor provide a certain resistance to poison and disease.









>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Leviath0n80
Sun Feb 22, 2004 4:50 pm
#7

i think a nice addition toto help solve CM effectiveness is to make mind poisons harder to make, but for people who want the effort they can make them. rarer resources maybe. sub componants.


make cures act like vaccines. so once you are cured from an application of poison, any poison from that batch won't take affect again. i don't know what they can track in game to do this thou. whether they can track factory runs of poisons, all from which you are immune for say 60 minutes after the first application, or maybe 5 minutes, whatever seems reasonable. or whether they can't track that so have to say, 1 poison to each pool from the same player, with no reapplication from that same player for 5 minutes after the cure.


either way i think some sort of immunity is in order, and a certain increased rareness for mind poisons.


i don't think area affect cures are a good idea. then we would just get area poison, then an area cure, repeat and repeat. you can't just have trump cards for this stuff, the stop of a state has to be different from the start or else it just gets repetative.
atimes
Sun Feb 22, 2004 5:17 pm
#8

Ideas on solving the overpowered claims.


Ignore them?


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