Combat Medic Archive
Thread: A solution to the +1 stop
I posted this on another thread but here it is.
Even though I like the +1 ham stop, how about this, Have an incap timer for all dot attacks. once you incap from one DOT attack it will stop at +1 for for a certin amount of time.
Well... not to take away from the original post...
If it would stop on incap all you have to have is one heal and its like nothing happened. where as now if someone is incaped from poison and is healed the poison starts ticking again in a few min.
My above post I think would make everyone (in this discussion of the +1 stop) happy
Soah_Sek wrote:
I posted this on another thread but here it is.
Even though I like the +1 ham stop, how about this, Have an incap timer for all dot attacks. once you incap from one DOT attack it will stop at +1 for for a certin amount of time.
Ok, let me make sure I understand your proposal. After an incap by poison, say to mind, the person awakens with mind set to 1 for the duration of the poison but the poison no longer ticks? If so, is mind able to be healed back up and used, just no longer regens?
Or does the poison continue to tick but stop at 1 mind thereafter for its duration? So poisons only cause 1 incap and then afterwards it acts like it is now on test?
Soah_Sek wrote:
Yeah, the second one... It dosen't fix the loot problem, but fixes the other issues we curently have.
I'm in favor of this over the current implementation. It still allows poisons to incap (so a CM can get a kill with their main attack) and stops the incap dance. Sounds like a good compromise to me.
Valkahr I love yor second solution.
I don't see a jproblem with this. Am I understanding this right?
Poison one and only one incap. If the person lives through their incapacitation then they are still poisoned; however, the poison will then only take the appropriate pool down to +1? I think this solves many of the problems being discussed. Other payers don't have to deal with 45 minutes of the incap dance and we still get our chance to DB in PvP and celebrate our victory in PvE.
1) Our primary attack is a DoT, and DOTs are all sort of overpowered right now because they don't go away when you incap, so you can be taken down multiple times by the same DOT attack. This, in itself, is not that bad because they usually do wear off soon enough or are healable before the incaps will actually kill you, BUT if equipment is going to degrade when you get incapacitated, then it's too strong.
2) Combat Medics can apply this attack to multiple targets at once. I'm not suggesting that CMs lose AoE poisons, but maybe the AoE poisons should take take the 1 HP cap instead of single target poisons. That, or just be reduced in effectiveness so that the AoE poison becomes more of a support weapon than a direct, "quick"-death weapon. That should solve the inbalance where a combat medic can incap a whole group of people by him/herself.
My suggestions:
Make it so poison either goes away after an incap, or does not kick in again for 30 seconds after the person gets up (better in my opinion). People will have time to get healed or possibly even cured if they were not deathblown. They can still be incaped again, but they'll at least have a chance to do something about it instead of just dropping immediatley.
Reduce the effectiveness of AoE poisons somehow- NOT to the extent that people don't want to use them, but to the extent that a combat medic can't take on 10 people by himself and expect them to incap before he/she is killed. They would still be useful in PvE and especially in large PvP battles where they will still do a lot of damage in total, just spread out.
If you like this idea, feel free to suggest it in other threads. I respect the correspondents here... they do a lot of work, but I don't think the 1 HP thing is the best way to fix the CM power complaints from other classes.
Valkahr wrote:
Soah_Sek wrote:Or does the poison continue to tick but stop at 1 mind thereafter for its duration? So poisons only cause 1 incap and then afterwards it acts like it is now on test?
Actually, I like this even better than what I just posted, now that I think about it. That way only one incap directly from poison would be possible. So take out the 30 second delay I suggested, and replace it with this. It should work out much better.
fargledaer wrote:
Reduce the effectiveness of AoE poisons somehow- NOT to the extent that people don't want to use them, but to the extent that a combat medic can't take on 10 people by himself and expect them to incap before he/she is killed. They would still be useful in PvE and especially in large PvP battles where they will still do a lot of damage in total, just spread out.
Uhm, just a question, are you a combat medic? AoE's are less effective. Well from what I know, I couldn't make an area poison as strong as a single target one. In all actuallity, I did test it once, if I just experimented on effectiveness and not potency at all(so the AoE was about 40 points less on potency) I still couldn't get the AoE higher, it was about 80-100 points less.
maybe I'm doing something wrong though, I don't talk to many othere Combat Medics on my server...