Combat Medic Archive
Thread: CM revamp idea to look at...
Cooter_Scylla wrote:
but why healing at all? Why not turn ranged stims AND make ranged cures part of doctor?
well, it's probably because we're called combat medics. some peoplelike this class because it can be tailored to both offensive and defensive gameplay, and it's not reasonable to take out an entire aspect of a profession. it makes very little sense to me why doctor should get CM healing abilities, when they can already remove most types of damage/states fairly efficiently.
poisons and diseases are a big part of CM, but it's not the only part of it.
I agree with the person above. CM is a Support profession. They have Terrain Negotiation so they can reach across the battlefield quicker to throw a quick stim your way from XX away. Alot of CM dig it for that sole purpose. Its a huge skill point dump but to be an invaluable role on the battlefield is worth it. The Doctor should be the one in the camp afterwards healin ya up. CM gets no bonus to crafting better wound packs for healing, healing wounds any faster, or even curing their own stuff. Both need to rely on each other for proper balance.
CM on the field doing damage and healing away. Docs on the field curing the damage the CM does
and after the fact patching up your massive wounds.
Just my 2c
Some CMs(disregarding fotm for the moment) regard CM as the ultimate group support role via the area and ranged stims. They love that healing aspect and use those abilities almost exclusively.
Some CMs(again, disregarding the fotm crowd) regard CM as a great asset in PvP combat AS a combatant via use of their area and ranged diseases and poisons. They love that particular aspect of the profession and use those abilities almost exclusively.
And still others enjoy a mixture of the two.
By turning it into a 'pure' combat only profession, you're essentially telling the first and third groups that their playstyle isn't valid for their chosen profession.
Some folks don't want to become Docs and actually like the profession as is, changing it won't stop the nerf cries at all. It will simply tick off those who enjoy the profession their way...
Cooter_Scylla wrote:
remove that one actual healingtier in the combat medicelite and replace it with defenses.
... wait, remove our "healing distance", or "healing speed"? all the lines of CM are tied to healing in one way or another. your request is no different from the people who want to take away poison/disease from CM. most people seem to think it's a poison toss class (which is not true, we're a hybrid class), which is why i see all these "nerf CM their poison is too powerful" post. as someone mentioned before, i have yet to see someone who want to "nerf" our healer part... well, until now i guess.
i thought the roll of CM as both a healer and a combatant is pretty clear in the two titles we get that in the first two CM lines, "medical tactician" and "chemical warfare expert". i agree that there *is* no answer to the "combat class" vs. "support class" argument, but the solution isn't to take out either aspect of the class. CM is defined by how each individual play, and how we take our skills and apply it during PvE and PvP.
i'm glad that you made a constructive post, but the concept in this post just isn't feasible. i for one would NOT let half of my class go down the crapper because of some silly combat-support argument. let them argue... i know very well why i'm a CM and what roll i play, and so should you. i'm a combat medic, and i'm damn proud.