Combat Medic Archive
Thread: Ideas on solving the overpowered claims.
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
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.
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.
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.