Combat Medic Archive

Thread: Reduce Mind Poison compared to health/action?

Lucreel
Thu Oct 09, 2003 7:18 pm
#1

Hello,
I'll start by saying I'm a Master Doc, with no combat med. So I throw this out to see the reaction of Combat Meds. But, do you think it would be reasonable, and fair, to reduce the effectiveness of mind poisons, and increase the effectiveness of health and action poisons? I ask because, it would seem reasonable for Health and Action, which can be very quickly cured by a Doctor, to do possibly upwards of 1000 damage per tick, but it also seems to me that mind, which can't be quickly restored, shouldn't do more than about 200-300 per tick.

I've just noticed that no CM's seem to use any health or action poisons (and why would you when mind is just as effective and can't be healed). Seems like the developers should give you guys a reason to use health and action poisons - namely that, if there is no Doc around, the health/action poison should incap players MUCH faster, but if a Doc *is* around, you would switch to the mind poison for it's high effectiveness against Docs.
twighead
Thu Oct 09, 2003 9:28 pm
#2

I don't think that a mind poison that only ticks for 200-300 is going to make much of a difference. it will still take most players down in 3 ticks. the biggest thing is that as long as the mind pool cannot be healedin the same manner as H & A,combat medics, bounty hunters and rifleman will always target that pool.




KENTT DARKSTRIDER
Elder Jedi
Vortex Ace Pilot
Vendors: -5531 3155 Theed
Gnuut
Fri Oct 10, 2003 1:13 am
#3







Lucreel wrote:
Seems like the developers should give you guys a reason to use health and action poisons - namely that, if there is no Doc around, the health/action poison should incap players MUCH faster, but if a Doc *is* around, you would switch to the mind poison for it's high effectiveness against Docs.




Doesn't matter if there is a Doc around or not, poison will always be my target pool in PVP for two simple facts:


A) It's harder to buff this pool than any other pools.


B) This tends to be the smallest pool on the average player.


C) You can't heal this pool without time and an entertainer.



I still use Health poison to PL friends or in PVE though.





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Gnuut
Fri Oct 10, 2003 1:14 am
#4

err three hehe



Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

WildWildMaN
Fri Oct 10, 2003 1:25 am
#5

All poisons have to be stronger 3x-5x times they are now, and suffer 75% x 75% PvP "bonus" as firearms do. That will make CM's more valuable. Right now CM soloing is a lottery - will krayt despawn or not. Personaly I get 90% despawn rate, even when i am actually in 64m range, so i give up soloing uber mobs, wasting 4 hours and 2 crates of poisons for just some tissues or scales ...


As for PvP, CM is dirty overpowered and will be so until total nerf or curable mind damage. Poisoning from far beyond 64m wrecks PvP, and isnt fair.




Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
wongdong
Fri Oct 10, 2003 1:28 am
#6

I got your point since i am master CM/DOC too.

But i think too, that reducing the mind damage of poisons is not the solution.
Personally, i think with the last patch they made a very good step towards playable PvP. Yesterday i got my mind buffed to 2,2k by a master dancer. Now thats a pool i can deal with. No bounty hunter killing me single handed this time

However, there would be not much difference because if you can heal poison, this should (and if possible will) be done between the first 2 ticks.
And the point is: it takes mind to cure poison too, so it will always be more efficient to go for ppls mind pools...



--------------------------------
Lilu Beeblebrox
My Multipass ID : 42
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WildWildMaN
Fri Oct 10, 2003 1:46 am
#7

Well, i am not familiar with massive PvP. As for one on one it looks like throw a poison from 80m, run and wait, DB, repeat if you like it. No fun at all.



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Gnuut
Fri Oct 10, 2003 2:22 am
#8

Not all servers have the resources to make 80m poisons. Most I get on Kauri is 45-ish m.




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

WildWildMaN
Fri Oct 10, 2003 3:26 am
#9

Are you serious ? I use 950+ OQ/Con copper and get 32 point (64 meters) unexperimented range/34 charges, plus 70%experimentation range...



Prett
Member of Dantooine Scouts Guild.
Militia member russian town Banir.
----
Master Swordsman
Master Pikeman
Elite Imperial Soldier
Imperial Pilot Ace
Mraughh
Fri Oct 10, 2003 4:21 am
#10

62m is my personal best on a poison :/





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Khragon
Fri Oct 10, 2003 5:19 am
#11

I sometimes use health or action poison, but usually only if the target is low in that pool already. For example action is good on BH's cause they heavily drain their action pool with eyeshot spam. I also often use Health poison combined with Health bleed which combined do nice damage. Id estimate I use mind poison 95% of the time however. I would be more inclined to use health or action if Stim B usage required more then +5 med use. Too many people can self heal 500ish with Stim B's that it makes it pointless. If Stim B usage required more med skills we would see less self healers and I would be more inclined to use it.
Happymob
Fri Oct 10, 2003 5:33 am
#12

I would prefer to see better mind buffs. We have the first part of that in play now with the new dancer/musician buffs. Now I would like to see a chef buff to the secondary stats of the same power as Tatooinian Sunburn. I don't mind that fact that they made mind unhealable, but the original design left the buffs for mind much lower than non-mind buffs.


The goal is to reward the player who PvP prepared (bring a doc, wear armor, get buffed, etc) rather than simply various nerfs to minddamaging classes.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Mraughh
Fri Oct 10, 2003 6:41 am
#13

Happy have you used vercupti bread or breath of heaven drink yet? i love that stuff.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
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