Combat Medic Archive
Thread: Potential idea for changes to AOE and possibly all combat medicine.
An Area of Effect Combat Medicine is described as a “cloud” upon release. What is a cloud? Pronounced 'klaud, 1: a visible mass of particles of condensed vapor (as water or ice) suspended in the atmosphere of a planet (as the earth) or moon defined by Merriam Webster.
Consider releasing a fragrance into a room and observing through smell how it tends to gradually fill the container into which it was released. It is important to note that the original strength of the fragrance is diminished the further it travels from its’ source excluding infinite generation.
An equidistant measurement around the source of the generating cloud would look somewhat like a Bell curve.
Anyone outside that distance will not be affected.Anyone inside that distance receives the maximum affect of the applied combat medicine.
Once the cloud begins to spread and dissipate from its’ origin, the potency will reduce.
Quite possibly the Developers will consider modifying the model toward a more analog and realistic progression. Also, enabling the “cloud” to be animated from the origin of the “glowing orb” will be a large benefit.
Anyone within immediate vicinity should receive the maximum potency followed by diminishing application the further one is or the more the cloud spreads out. I think avoidance, caution, and even foreknowledge of the ensuing poison or disease would redefine the next combat move or tactic and make PvP more challenging and interesting..
At present, by the time the character knows a poison or disease is on the way, it has already been applied and too late to take evasive action as the potency check and resist to application is made before one sees the “glowing orb.” And the “animation” is an afterthought.
Not only will this add to the heightened sense of awareness during combat, but give those with any burst-run ability a chance to “get outta dodge.”
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