Combat Medic Archive

Thread: Thyroid Rupture compromise

Ternque01
Sun Aug 14, 2005 8:18 pm
#1






Thassk wrote:

i dont care if people think its unbalanced .. CM sucks in MANY ways, and the few perks we have are the only reason we keep the proffession ..






This is the most wise thing I have read on the forums in a LONG time.



Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
sniper-666
Mon Aug 15, 2005 2:52 am
#2

you will always have aspects of the game which is balanced or not balanced, however the outcome in fight i purely up to each and everyone. I am Jedi, and I have no problems with cm debuffs. I also played CM before I became jedi, even post CU. However the clue to every profession is that if you dont know it, then u loose. Also know your opponent well. If I get a tyroid rupture on from a BH I eat a warrl suprise... and the effect of the debuff is close to 0. with force speed I acctually have higher speed, and when the debuff is gone my speed is like wow.... of course MLS does help...


my 2cents as Jedi comment. No Nerf need here......



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CaptainWinkii
Mon Aug 15, 2005 3:45 am
#3

I read the other post that was 4 pages long but its late and my eyes are starting to burn so i only read the first page of this thread. Ill give you some background, I have an older full templated jedi and i also have a MCM in which i have had since the creation of my Jedi over a year ago.


first and foremost: Please dont lump all Jedi into a group who all cry for nerfs. and please dont call us nerf herders and other things of such. not all Jedi cry for nerfs because something works great and you have to think about trying to counter rather then armor break, knockdown, power attack, rinse, lather, repeat. and while what i am about to say may seem like im being a hypocrite and crying for nerffor the CM profession, im not. Like i said, i have a MCM and i love the toon and the abilites.


I think that Thyroid Rupture as well as all other Combat speed debuffs should not be touched with how they work, how long they last, and how they are applied. I do think that there should be a cooldown timer on it in which you should not be able to continuously reapply it as soon as it wears off. i think it should work like Paralize, Stasis, and Concussion shot in which the full effect happens, but after it runs its course, the effectee gets a 30 second or so window in which they cannot be effected by that state/debuff.



Winkii, Resident of Hazard County
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RebRifle
Mon Aug 15, 2005 8:52 pm
#4

The Devs did say that Combat de-buffs should be bigger then non combat buffs like doc stuff so this is probally not gonna change.
Jackulator
Tue Aug 16, 2005 1:36 am
#5

Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.


CM was perfectlybalanced untill they started nerfing every other prof and let CM stay as it was.


You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.


And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...


A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?


IMHO a nerf to rupture is a must.


MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.

Brainplay
Tue Aug 16, 2005 4:27 am
#6






Jackulator wrote:

And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap... This is a blanket statement that has some truth but alot of exaggeration and falsehood. A Jedi template with little defense and lots of fluff is very susceptible to BH/CM's. They are also susceptible to anyone with roots, KD's, snares, and high accuracy/krayt weapons. On the other hand defender/MLS type templates (even 0/4/0/4 templates work fine) might have to wear down the BH/CM but will ultimately win. It ends up being a contest of the MIND pool more often than not but with fewer heals to do the Jedi always wins unless he fails to food and spice up while the BH/CM does (even then the Jedi still holds and advantage). If a Jedi is running out of force then he/she really needs to rethink their attacks or check on the the force cost of their saber and crystals. More often than not in my experience the Jedi losing a fight is caused by poorly tuned crystals or sabers crafted with poor materials.


A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced? A continous healing chain will get between 10-12 heals out of a MCM before his entire MIND pool is drained. This is not including debuffs which are VERY costly in terms of MIND cost. From there CM's have a total of 3 heals to choose from. One was nerfed recently. Bacta shot heals for about 1100-1200 and has no enhancer. Bacta toss heals for 1200 without an enhancer or 1400-1600 with an enhancer. Take in mind that these are CONSUMBABLES that have to be purchased from a BE and eventually run out and must be replaced. The third is a low power area heal which just isn't worth using unless you're healing a group. Jedi on the other hand have3 heals available to them. One is a ranged heal which hits for 1500 without needing a consumable enhancer. The second is a heal over time which when added up almost equals the unenhanced bacta shot and toss combined. The third is a 3000 point heal which takes off all wounds, states, and DoT's as well.


IMHO a nerf to rupture is a must. Actually, if they nerf rupture they surely need to nerf MLS. I mean considering the fact that it isbetter thana BH/insert ranged profession here in terms of speed and accuracy but wrapped up into a single category.....food for thought there


Jedi have the ability to have better defenses, better offense, and equal or better healing ability than any non-Jedi template in the game. There are those that sometimes prefer to go with templates full of abilities that are fluff and wont help them against a non-jedi dedicated soloist template. A master powers/master jedi healer template makes for great group attacks and healing support but is poor 1vs.1. A master commando/ master pistoleer is great at group support and crowd control but poor 1vs.1. Krayted weapons > poorly tuned pearls/crafted lightsabers.


There are so many factors that go into why a Jedi might be beat. But just because they have the title Jedi does not instantly mean that they are bastion's of uber l337'ness.


MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed. Healing anyone including themselves is a key ingrediant to mass PvP. If the CM is taking fire then that means that those weapons aren't directed at the rest of the group. To suggest that "self" healing needs to be nerfed for the sole benefit of the BH/Jedi interaction is idiotic.












Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

DomMantell
Tue Aug 16, 2005 5:18 am
#7


Jackulator wrote:

Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.

CM was perfectly balanced untill they started nerfing every other prof and let CM stay as it was.

You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.

And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...

A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?

IMHO a nerf to rupture is a must.

MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.




I just don't know where to start with this...

The data that Ternque01 has provided has shown that Thyroid Rupture adds a negligible delay to a full template. It only hurts people who have under 100 weapon speed skill mods.

If you're a jedi facing a CM in a fight and you can get the CM to heal every few seconds, you (the jedi) will win. Each heal takes about 10% of our minds, so while we can heal for around 1100 (without enhancers) every few seconds, to do this constantly in a fight will be our deaths.

If you want compromise (nothing in your post suggests a compromise) how about you cut our heals when jedi lose the ability to heal all their states and heal just as well, if not as fast, as a CM AND be able to heal while KD'd.
Ternque01
Tue Aug 16, 2005 7:43 am
#8






DomMantell wrote:




Jackulator wrote:

Having a MCM and a Jedi myself - all i can say is that CM is WAY overpowered.


CM was perfectly balanced untill they started nerfing every other prof and let CM stay as it was.


You can not nerf everything - especially speed buffs and let CM keep the totally overpowered rupture - peridot.


And to be honest, it is a joke that a fully skilled out Jedi has no chance in killing a mcm. The mcm does not do much damage to a Jedi and a skilled one can fight a bh/MCM for an hour or too without running out of force - but none of the 2 can kill each other which is crap...


A jedi does ~ 600dmg every 3 seconds in such a fight while a cm heals himself for 1100-1600dmg every 2 seconds - balanced?


IMHO a nerf to rupture is a must.


MCM should receive more area heals to be even more helpfull in groups and mass pvp - but the self heals should be nerfed.






I just don't know where to start with this...

The data that Ternque01 has provided has shown that Thyroid Rupture adds a negligible delay to a full template. It only hurts people who have under 100 weapon speed skill mods.

If you're a jedi facing a CM in a fight and you can get the CM to heal every few seconds, you (the jedi) will win. Each heal takes about 10% of our minds, so while we can heal for around 1100 (without enhancers) every few seconds, to do this constantly in a fight will be our deaths.

If you want compromise (nothing in your post suggests a compromise) how about you cut our heals when jedi lose the ability to heal all their states and heal just as well, if not as fast, as a CM AND be able to heal while KD'd.





I don't think this is the case.I tested the -40 combat speed debuff against players and creatures that could attack every two seconds to as slow as every four seconds.


The result for all creatures and players seemed to be a little over 25%, regarless of their weapon speed skill mods.


I do think that combatspeed is something different than the weapon-specific speed number of the target, but that is just what I feel.





Axob Freelight
The non-Jedi are extinct. Their fire has gone out of the universe.
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