Combat Medic Archive
Thread: They're not colds & flus
But seriously, although I'm not thrilled about this possible change (that poisons would take you to 1 HAM and not 0), it's not the end of the world. I'll deal w/ it. I had to become a pistoleer to pay for my resources anyway(went that way instead of artisan).
Sohere are my 2 cents on how this change might be implemented in a balanced environment. I apologize if it's late in the conversation but I just discovered these boards recently (good info btw) and couldn't help but post my thoughts after thinking about the situation:
If this is meant to fix the incap dance then the solution should be easy. Allow the poison to incap one time and once the recipient regens then only letpoison drop HAM to 1.
If it's meant to be a fix to heavy DOT then other DOT should be changed too, fire damage, for example. (Unless of course devs want to add /stopdropandroll
. I'd kiss the dev that did that.) p.s. I'm not actually suggesting all DOT get changed (as I duck) because I don't think that's why it's being looked at, but it should help put it in perspective for non CMs.
If it's because CMs are meant to be support and not combat then take throwing stims & poisons out of the combat queue. I can't throw a stim until my take-forever-and-a-day stopping shot is done.I don't consider this a problem if CMs are considered combat ready, but I would consider it inconsistent if we're labeled a support class. There's already a timer in between them anyway.
And final thought - if there is concern over this issue, please don't let itdelay putting the CM fixes into development (like fixing the impossible diseases or unloadable schematics).
Thanks for listening,
Delaney Reese
Master Combat Medic