Combat Medic Archive
Thread: Possible solutions to the problems with poison
That being said, here is some ideas on how to CORRECT the problems, and not just implement work arounds.
1. Write code that makes "DoT" damage check aginst xp lists, loot lists, etc.
2. Take out the 5 minute idle timer on poison. Too many players think that this nerf made poisons more of a greifing tool. Players would rather the poison abide by the 3 incaps/death rule than for it to give them 10-20 incaps. I would happen to agree with this. I say instead of making it a 5 minute idle time, change the incaps needed from poison to 5 for a death. On the 5th poison incap, you get deathblowed. This will give someone extra time to get to a medic facility, and get it cured. It will still give people a viable way out, without making poison seem like a greifing tool.
3. People complain that disease is solely for greifing. In its current state, I happen to agree. I would like to see the entire crafting tree reworked. All disease packs dropped completly, and instead make the following at master level (to replace poisons and diseases):
Stimpacks that do the following:: Poisons 1 of the 3 HAM stats (at a smaller rate, something around 150-300 a tick) and diseases all 3 of that HAM's stats at a reduced rate. This can hardly be considered more powerful than being set on fire. Combat medics are the dot experts (I'm assuming we should be since that is our only weapon) so why shouldn't we have the most powerful dots in the game?
We should have NPC only poison packs. Higher rate of poison to give us more damage potential in PVE. It would make sense for the most part anyway...if someone released a chemical agent in the air next to a bunch of animals, they would not have the common sense to hold their breath, or breathe through cloth, etc etc. The poison would take effect faster, and cause more damage. A human could take precautions to not nessessarily survive it, but delay its effects for as long as possible.
Disease packs in their current state are used for little other than griefing people. Aginst mobs, they are a joke. Aginst players...they are just a tool for pissing someone off. Causing wounds is a good side effect, but not a good primary effect of a CM pack.
Instead of throwing all these single stat diseases at us, give us some other combinations. Let master combat medics throw poisons that will hit 2, or all 3 bars....just at a highly reduced rate. The usefulness of a stimpack that hit all 3 ham bars at a much reduced rate would not be to kill players, but to keep them occupied with healing their wounds so much so that they are taken out of PVP combat.
I mean come on here people, we have more useless crap in our crafting tree than any profession out there. I've never even crafted a willpower disease pack, much less thrown one. Its ludacris that we have all these useless packs in our tree. I would gladly settle for half the number of schematics we currently have, provided that they were actually useful.
Mind you, I'm not like some on this forum, that think the Combat Medic should be a one man wrecking crew. In my eyes as far as PVP goes...we are there for one reason. To remove people from the fight. Be it from incap, or just running to a doctor to get healed. We are there to keep people preoccupied while the heavy firepower picks people off. Yes poison does its fair share of damage, but that is mostly to people that don't prepare for PVP encounters by taking doctors along. We need to add some usefulness to our class. In my eyes, it is very clear this class was designed with PVP in mind. Many of our skills are designed for PVP, instead of PVE. There needs to be a balance between the two reached.
This has been the ramblings of a humble Master Combat Medic. Agree with my opinions or not, thats fine....atleast I'm getting off my ass and making sugestions on how to make things better...and not just bitching about the current situation.
Kijan,
Be happy to add my two cents. Eventually we're going to have to answer the question of range and accuracy (potency) being dominant to pretty much every other class (I can't even send my cowardly gurreck after something 90m+ away butI can hit someone at the back end of an aoe cloud that far), but for this post I'd like to concentrate on what much of yours was about: diseases.
I too feel that these are predominantly grief tools. Battles frequentlydon't last long enough for them to accumulate, and when they do you just have players pissed off. It should be our goal to win, not piss people off. I have used willpower diseases, but only to help powerlevel dancers (powerlevelling is one of the main uses for them in general and should be reconsidered almost on that basis alone).
I would suggest dropping all diseases for 3 variants (a, b, c) of a single cocktail:
New CM Single/AOEDisease Pack:
- Direct Damage: (acid or stun) of base 100/250/400 at level A/B/C for singles and 75/150/250 for AOE to each pool (include CM effectiveness mod for final damage) on impact. This damage is subject to the 75% PvP reduction. This fixes looting issues and helps our PvE viability.
- RandomState: Experimentable, % chance of inflicting a stun/dizzy/blind state (open to discussion on which) upon targets at inception of direct damage. Duration and probability is experimentably craftable. However, exp cap is placed atsay 75 regardless of subs/resources/loot/mods. Combat types have some resists to different states and CMs should be gated against guaranteed stun disease AOE applications. This should be a side benefit and not a prime tactical component of the cocktail. Many exp points should have to be allocated to seriously increase this.
- Shock State: Experimentable, % chance [separate from #3] of inflicting a healing shock value on health/action (this doesn't cause BF).A 60% shock state onon a single C diseasewould cause 60% of stim/wound healing on target to be resisted/lost. Percent level of initial shock is experimentable. Disease shock states are not stackable, eliminating multiple CMs from rendering a party as non-healable. Better shock rates reset the clock. Shock states do not affect /firstaid and ability to tend bleeders.
- Shock Decay: Shock states have experimentable, exponential decay that governs duration. Each tick, the next shock percentage is say 95% of the previous one, which imparts a natural elmination to many previous grief intersts (the resistence decreases over time). Decay is separately experimentable, but cannot be crafted to be 100% (no decay). Decay rates are not modifiable by cm effectiveness or loot.
- Safe Structures: Shock decay rates are halved within a camp, hospital, cantina or private structure, providing vastly increased removal outside of combat.
- AOE Penalty: Chance of states in 2,3 and4are 10-15% less for AOE at base assembly than for singles, forcing further experimentation points (at expense of range et al) to get shock an area.
- Range Cap:for these is 60m, regardless of ADM. While separately experimentable, no one, regardless of resoruces/exp point/loot can use a disease to incap outside of rifleman range.
This would do the following:
- End a large griefing platform and limit griefing potential in the new variety.
- Allow CMs a professional weapon to followup poisons with incap foes.
- Allow CMs to target the ability of enemy groups to heal themselves. In such a situation opposing CMs use diseases to remove one another partially from the equation rather than putting everyone in the hospital/cantina after it's over.
- State factor2 yields some additional tactics for PvP soloists to survive battle and counteract opponents ability towards combat.
- Allow us to attack using states that elite professions do have some resistances to, and for which BE tissues exist (in part). There is a natural balance to this that provides a good advantage when we battle non elite combat types (which should be the case).
- Has further implications in PvE related to pets (get a doc becomes more useful when disease on a graul is preventing meaningful healing).
Thoughts?
Jacore
Not exactly, i was more thinking about,smoke grenades, chock gas... Maybe a chemical molotov's cocktail, you know, the modern version of the bottle filled with fuel. Dont want the on fire statete, but think a about this.
A CM can throw a cilinder, with liquid inside, there is nothing less aerodinamic like that (maybe a brick) with an almos milimetric precision... and cant use efficiently any other kind of grenade like weapons?
I think CM some have lethal offensive capability by itself, beacuse whe firing a weapon, CM skillsare not being used, marksman instead, and don´t even support skills. I mean lethal with capable to db, or at least incap, beacuse i am assuming the +1ham rule as working.
The stats proposed before sound good to me.
I'm of a mind more that I think about this that the exponential decay is a vastly preferable way to handle all DOTs. It's an inherent grief reducer and actually makes some sense (cuts eventually clot if they dont' kill you, and sickness subsides).
While i'm not saying this takes the place of either the +1HAM or even the profession's preferred counter of (1 incap, +1 after), I think this thought can enhance funfor everyone.
I don't think this demeans docs on aggregate at all, but it does provide a way for all players to seek redress against DOTs in the wee hours of the morning when a doc may not be around.
One could imagine that the Decay factor in a Safe Structure would be (Med Use - 50)/2. In other words, a novice scout's camp would subtract .075 from the decay factor of the disease (or any dot) with eac tick. A hospital (even without docs there using cures) would subtract .25, providing an ability in which just being in the hospital in the wee hours is preferable...which is a good. I would imagine then that diseases would adopt a faster tick rate.
I'm rather curious what the PvP heavy and those who think we need more combat power think of this.
Jacore
Sorry I disagree with removing disease. Unless they removed all wound damage I would have to say keep in disease. In long drawn out combat disease is a valuable tool to remove people from a big battle(maybe not kill them). This brings back the value of the doctor not just some dabbling stim B user who sits in battle healing his health action.
MY only suggestion is making it so people can not use stim packs until their disease/poison has been cured.
No. No auto DB. If you want to kill someone you have to get your hands dirty.
Every one else has to give a DB up close and personal in PvP. And before anyone says something about me being a master BHer - I almost never get a DB in. If I am part of a group someone else gets the DB probably 90% (or more) of the time. If I am solo and I don't die I ususally get the DB unless someone with pets comes along.
Why should you get a free DB? If you really want that then make your poison like a heavy weapon - 16 meters max. Basically you are asking for a 1 shot kill from 80 (or is it 90 now) meters out. Screw that.
Spiff,
I do believe that rifleman have a remote DB special ability...though I think it's rarely used.
Jacore
To tell ya the truth, I was making the sugestion to HELP other players. You really think I have a problem when the duration of my poisons is 45 min or so with the "idle" time after incap?
Thats right son, my poisons will continually incap you every 5 min, for 45 min. Sometimes more. The personal record I've seen is 24 incaps from one mind poison C. Since you sound like you'd rather have it that way, I'm all for it.
I take a break from my true self on these forums to try and help this class progress forward. To try and help give ideas for some of the aspects of this class used to grief others. On the other side of things, I'm one of the biggest PVP oriented CMs around. I have absolutly no problem using my skills to grief little whining bishes into the ground. People like you that say you'd rather just have the poison never DB you and keep incapping you over and over.....have never fought a CM that was hell bent on making you hate your life.
True forgot about that one - but the difference there is that it is an active thing - they have to stay in range to shoot you. A CM can poison at 80 meters and run away never getting touched or even having the possibility of being touched.