Combat Medic Archive
Thread: Reduce Mind Poison compared to health/action?
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.
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.
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.
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...
Not all servers have the resources to make 80m poisons. Most I get on Kauri is 45-ish m.
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.
Happy have you used vercupti bread or breath of heaven drink yet? i love that stuff.