Combat Medic Archive
Thread: Discussion Topic: Disease
- Reduce the tick interval to 10 seconds
- Reduce damage per tick by 75% so the net damage over time is identical
- Reduce the battle fatigue that disease gives. Otherwise the ticks will cause too much battle fatigue
- Remove the poison + disease incap. Diseases should degrade performance, not kill.
- Allow disease to work on unbuffed portions of HAM. Yes, I know that used to cause perma-incap, but if they'd fix that, wounds could adjust themselves down when buffs wear off.
The last one is the big one. Yes, I expect they will adjust buffs, but right now the fact that wounds cap at base stat - 1 means that disease has very little affect on highly buffed players (at least until you manage to kill that person).
My big proposal for disease:
- Add in new debuffs for combat medics. Diseases that decrease accuracy. Diseases that decrease defense. Any skill is a potential target for a disease. This would make CMs the anti-squad leader with real capabilities to hinder an enemy group without causing much direct damage. Given the level of doctor cures, these shouldn't be overpowering. You could even give squad leader specific skill to counter some of them, giving them a greater value in PvP.
I'm not opposed to keeping diseases exactly as they are. They actually provide us a bit of offensive punch that poisons don't (because of the disease + poison incap). I'd still prefer to see diseases with various alternate forms of debuffs for combat medics.
but a 1 second 'tick' on ALL dots is something i'd like to see..
keep the damage rate the same so each new 'tick' would be 1/40th of the damage on disease..
this way anytime a disease lands it does something before it's cured..
cures should be reactionary to the disease.. but the disease should still have 'some' effect between application and cure..
i'd apply this concept to poisona nd fire as well if i were calling the shots *shrug
- lower the time to tick from 40 seconds to 20 - 25 seconds
- when a player is diseased they have a chance to pass it on to another friendly if within a certin radious around them.
- increase the strength of diseases for pve
Example: Itchus Posterius
Causes the target to miss alot due to extreme itches in the rear region
Example: Assburnius Majoris
Caused by Itchus Posterius and makes the target unable to use mounts/vechiles for some time
- Disease steadily debuff or shrink a HAM stat (or all 3) sorta like force choke.
- Increase the battle fatigue. Right now bleeds put more battlefatigue on a person than disease per tick (and technically you can spam that BF at once per second).
- Make disease decrease resistances or defenses. Not damaging but certainly a good group support skill for both PvP and PvE.
If you want to make even more useful throw on some states along with one of these three. Granted, states are too easy to heal and resist but its something at least.
As you all know disease is pretty worthless except for the triple incap effect when combined with a poison. There are many that dont even bother throwing a disease except in medium-large scale engagements.
I'd like to get some skills that actually had some use to support the group effectively.
Diseases right now aren't nearly as useful as they should be. I would not complain if they cut the damage per tick way down if it could tick at a better interval - ie. every 5 seconds or so you get like 50 wounds or something.
Right now that 40 second delay for initial tick kills off the usefulness of diseases, especially in PvP.
Message Edited by PsionicHawk on 10-05-2004 02:27 PM