Combat Medic Archive
Thread: What is the main problem you have with the +1 change
Ok, there have been a lot of posts about how you are against the change but only a few posts explained why you were against the change. For those of you who complained that all dots should be limited to +1 if our poisons were gimped, well all dots are (except the commando flame dot, haven't tested it yet ) Isyour reasoning against the changeone of the reasons below or is it something else? please limit your flames to a minimum. I am just looking for some civil disscussion on the matter
- All other combat professions can cause an incap with their main weapon
- CM's will no longer be able to gain the faction they deserve for their role in PvP
- CM's should be able to go head to head with commandos and bounty hunters and sometimes win, this change will make the CM loseALL of the time.
- Thislooks as if it werea band-aid fix and does nothing to address the true problems that exist with the CM profession
- CM's should bethe chemical warfare expert that their tag labels them to be, this change totaly undermines the profession's true role
I am always looking for more input. Again please try to maintain a low tone while posting, I do understand that a lot of you have strong feelings about this change. If you do have suggestions on how you would like things to be changed, please post them and give as much detail as possible.
You nailed 90% of my feelings with the first point. The inability to incap with our primary weapon. I'm still trying to locate words for the othe 10%, I'd just say the overall making us less significant with no counter benefit. I'm sure the others can better quantify what I'm trying to say. Hopefully, they've had less beer!
-Seus
Hi,
I think the +1 limit is pretty lame. Mainly because its a cheap hack to try to balance DOTs. I can think of reason ( based on reality ) why a poison DOT would not incap. I'd like propose the following as alternatives tothe +1 hack ( in no particular order ):
1/ Collateral Damage
Through out history most poisions, or chemical attackshave been far from precise. I'd suggest that poisons have a risk to effect others in the area.For example,you go to poision a mob, you accidentally poison a group member or his pet. This should be a fairly low occurance and related to the skill level of the CM. Same should apply to other area effect DOTs, specifically the commando flame cone.
2/ Poison 'Device'
You can only poision when you have the poison 'device' equipped. Poison 'device' requires you to be in short range to attack and you get a damage mulitplier against you while it is equipped. This would bring CM more in line with Commando and BH.
3/ Distance Limit
Change poisons, or maybe some poisons so they are not really DOTs. These poisons only works if you stay within a certain range. As soon as you loose range the poison stops, or greatly decreases in effectiveness.This increases the likelyhood of being aggro'd while poisoning, especially ifits apack animal.This would be similar to CHs and their taming process, where you need to follow mobs and stay within a certain range.
If I may, for those folks who would like to offer solutions let me just say that I'm pretty sure that part of the problem this change is meant to address is the "incap dance" problem that makes folks think that our poisons last for 45 minutes. The idea being that allowing a poison to kill, even with the 3 incap rule, is too strong while having the poison drop on incap, and therefore making duration useless in such a situation, is not strong enough, you may want to consider the "fix" for that. Where is the middle ground that makes poisons powerful and useful wihtout killing and without causing the incap dance?
I'd bet you pretty good money that a better solution to that particular problem will get you father than anything else.
CM's are chemical warfare experts. Personally I relie on my poisin incapping as I am a Master CM and Master Doctor so I do not do much weapon damage
Not many other Combat professions require the Mastering the sub-profession (medic). Thus, we spend more points than most other combat professions, and we will be Far weaker.
-sj
Zarlor wrote:
If I may, for those folks who would like to offer solutions let me just say that I'm pretty sure that part of the problem this change is meant to address is the "incap dance" problem that makes folks think that our poisons last for 45 minutes. The idea being that allowing a poison to kill, even with the 3 incap rule, is too strong while having the poison drop on incap, and therefore making duration useless in such a situation, is not strong enough, you may want to consider the "fix" for that. Where is the middle ground that makes poisons powerful and useful wihtout killing and without causing the incap dance?
I'd bet you pretty good money that a better solution to that particular problem will get you father than anything else.
For this problem, and it is a big issue, one causing many nerf cries i can think of a couple solutions, but only one without major issues, which unfortunally is the solution on test now:
1. The dot doesn't incap solution that we have on test
2. If poison was removed from a character after incap. This is not a great solution since its open to exploit, ie you get hit with poison, so duel and incap your friend, then heal them back up again.
Or.. a semi solution
3. Remove incap from low mind. You can keep people alive with little problem with health/action poisonsif someone even with low medic skills has the time to heal. But mind poison is the kiss of death. If mind didn't incap then to take out someone for sure you could place a mind poison to stop them healing then a health.
I guess in that situation though we are back to the permi-incap dance ![]()
Removing mind from incap also would have far reaching balancing issues.
So.. guess that leaves me agreeing that the current test solution is the only fix i have seen that will work... ![]()
Hawks - Flurry
bcasey03 wrote:
Pahdbacca wrote:
Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.
How can you say that? With the other combat professions with dots(commando, bh, pistoleer, carbineer, riflelman, swordsman) they still have other attacks that inflict damage. We ONLY have a DOT attack.
As for the original question, I oppose this change for all of the reasons you mentioned Kave.
yes, but the other professions you mentioned actually use thier guns and knives to do direct damage, poison alone is a DoT
Pahdbacca wrote:
Canged my vote from the previous thread...If other DoTs are capped also, then it's all good to me.
How can you say that? With the other combat professions with dots(commando, bh, pistoleer, carbineer, riflelman, swordsman) they still have other attacks that inflict damage. We ONLY have a DOT attack.
As for the original question, I oppose this change for all of the reasons you mentioned Kave.
Take that out please. We can heal 20 people at once, we're not supposed to go toe to toe with a commando or a BH and have a 50/50 chance of winning.
Austrian wrote:
# CM's should be able to go head to head with commandos and bounty hunters and sometimes win, this change will make the CM lose ALL of the time.
Take that out please. We can heal 20 people at once, we're not supposed to go toe to toe with a commando or a BH and have a 50/50 chance of winning.
sorry Austrian, It was an argument made by some other CM's so it is a possible reason why they think the +1 cap will kill the CM profession.
I really think we should oppose this measure and not adopt a wait and see attiude, because who on this board thinks that if it's implemented and we don't like it it will get lifted ?
We'll get stuck with it and i'm very sure most won't like it. Sure you can adapt but not within the class itself, only by changeing the template.
I have no idea how much influence our opinion or our Correspondent has, but i think we should try to sink this one.