Combat Medic Archive
Thread: LEss nerf, more girth for development ideas
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Mannee
Wed Jul 07, 2004 7:55 am
#1
Complaining in the boards regarding how effective combat medicines are or how ineffective PvP now is because of Combat Medics will result in that squeaky wheel never getting any grease.
Instead, begin making suggestions that may convince the developers “we all” want an appropriate revamp to include every profession that participates in PvP and has capability to “damage” or “wound” an opponent. This will obviously exclude crafters like Chefs who do not require a rebalance. Neither does their Havla, Bivoli, Ruby Bliel, Steak, Pie, Cake, Brandy, etc.
Rather, the Developers need to balance combat professions they are intending to either neglect in the Combat Rebalance or delay until some further, unknown date. Having a Combat Medic / Doctor character on Bloodfin and participating in factioned PvP, I can proclaim firsthand that CM is overbalanced, is overpowered, and needs to be brought in-line with other combat professions.
I can not count the number of times as a Master Doctor having on hand very high level cures I am unable to use them. I heal the mind of my comrades at the cost of my own (A real Combat Medic does not consider his own life above that of his Team) on my comrades. After a good set of heals and a few battles, if I have not had the chance to hit our cantina and grab and Entertainer to the dance floor, I am subsequently left with ¾ mind (from full migration 1000+ with Brandy) and being unable to cure myself in the short time poison ticks once it sticks.
I do not always run, thought I should, cure macros (learned my lesson) and at times later realize I have been poisoned. Now one would think there should be a level of immunity having Mastered all medicine professions but there is not and I would not expect there to be.
I have suggested, continue to suggest, or now suggest the following:
1) Master Combat Medicine Area Mind Cure Mist – Components either crafted by Master Chefs, Master Doctors, Master Combat Medics, will area heal mind with a menthol mist and reduce poison and disease effectiveness with every application. Master Doctors can not and should not be engaged in factional PvP trying to cure poison and disease. In large battles this becomes very overbearing and forces characters to adopt elements of the Doctor profession to compensate. If this is what Developers meant by “tactics” all along, then SWG is as it should be.
2) Combat Medicine Antidote – Crafted by Master Doctors and given to each participant in a battle, is a one time use (crafted in units of 1 quantity) injection amplifier, resilience compound, dispersal mechanism containing anti-venom / anti-inflamatory to reduce effectiveness of poisons and diseases.
3) Master Doctor Triage Area – Similar to Image Designer Salons, Master Doctor Triage areas are established on the battlefield with a waypoint established for all combatants grouped with a Doctor. The wounded can withdraw from battle to this Triage area for healing by a Doctor. This area can either be protected automatically by shielding or left unprotected and invaded by anyone.
4) Wound Kits – What modern day battlefield personnel go out on the battlefield without a wound kit. Provide wound kits that are crafted by Master Doctors and given to combatants. A simple radial allows treatment on the spot by Combat Medics.
There is no need to give a profession that is supposed to be tending in a M.A.S.H environment all wounds and damage far beyond the front line abilities to area cure or area etc. Giving CMs ability to debuff as someone once mentiooned as opposed to very effective poison s and disease would be nice. Just some thought baout implementing the "fun factor" into SWG instead of griefinig the enitre galaxy with triple incap B.S. and what not. Get rid of this Deathblow nonsense and replace it with elimination. What good is incapacitation for someone to simply apply death to you? Poor little NPCs are crying their bleeding hearts out that players get to live while knocked out...I ramble....
It is not crying “nerf” that will solve the problem but Developer participation and Correspondent activity to ensure the Develoeprs get the appropriate feedback. PvP can be so revolutionized that long gone are the days we spoke of 1000 tick spider venom with maxed experimentation in ease of use to have a 64 m poison tick once and an opponent is down for the count. If only Hitler and his Nazi thugs were so efficient at combat. Europe would forever be changed and as for the U.S., well white rice and noodles sounds like a great meal every night.
I am convinced if the Developers begin to think about SWG beyond Jedi, this MMORPG may actually become enjoyable some day. I have since left for greener pastures to WWII Online until I get tired of green and head back to the weeds of Corellia.
jfang
Wed Jul 07, 2004 8:53 am
#2
Are you sure you are a MD-CM? Some of your statements seem... odd. In any case though, you bring up some good points I thought I would address. I would draw a different conclusion from them though.
You commented that you heal mind'ed your companions, and as a result could not cure poison. I would say that the problem wasn't the poison curing, it was an over-zealous self sacrifice. Yes, a good combat medic will not put himself or herself before the team. But by the same token, a healer should not be considered after the team either. A healer needs to stay alive and with a decent mind to be usable. You aren't trading off your healthfor the team when you heal mind, you are trading of a one time short term heal for long term healing potential. Over-use of the skill isn't bad in that it will get you killed, it is bad because it will prevent you from healing others in the future. I would guess that if you didn't heal mind as much as you say youdo, you would find poison curing to be more equitable to poisoning (which is not to say that they are or are not balanced with each other).
(1 and 2) Mind poison mitigation currently is in the works, with the advent of a mind poison mitigation spice. So your idea of an area mind poison reducing agent is somewhat obsolite, as the devs have alread publically declared that this is coming "soon" (however you define that).
(3) As for a triage station, it is somewhat superfluous. If there is a PvP battle going on, a doctor can set up shop 150m away, and not be involved in the combat, in that if you are behind the lines it is hard to reach you without being killed. I think you will find one of the major problems is that doctors *want* to be in combat, and most find it dull to be stuck behind the sidelines (at least that's what I gathered from reading their forums). Furthermore, even if you had a triage station, states like intimidate and dizzy and even poisons, act too quickly to run any substantial distance to get treated. While you are running from the enemy to get your intimidate healed, they are spamming headshots on you. And if you dizzy-KD how can you get to a triage station?
(4) Debuffs have been discussed before, and are generally considered more grief-able than poison-diseases. Not to mention if you gave debuffs and removed poisons, what would CMs do in PvE combat?
By the way, you have some good ideas here. However, statements like "If only Hitler and his Nazi thugs were so efficient at combat. Europe would forever be changed and as for the U.S., well white rice and noodles sounds like a great meal every night." and "I have since left for greener pastures to WWII Online" only undermine the credibility of your message. And if you have left the game, why are you posting this in the first place?
Mannee
Wed Jul 07, 2004 11:27 am
#3
Are you sure you are a MD-CM? Yes, I am sure, certain, positive, I have a Master Doctor / Master Combat Medic character on Bloodfin. Not only am I sure but as I type this, my character remains AFK on the Bloodfin server, Corellia, Coronet, recently having pulled up a Food and Chem factory.
My statements may seem odd to you but I assure you they are with the greatest intent to see more balance in SWG.
My understanding of Combat Medic mind heal is it will become progressively easier from what I read in the forums. This is good news indeed as a Combat Medic's greatest asset is brining comfort to the wounded. Also, every sacrifice made yields another enemy victory. I have personally revived, cured, healed, and sent viable combatants out on the battlefield to ensure victory; it worked well. I have also cured, healed, and sent combatants out on the battlefield to find more viable combatants thrown against the enemy; it worked well. Reducing mind heal affect on the healer is a very positive sign if the Developers will do it. Sacrifice or not, I know the value of healing mind and the longterm affects. I have used it liberally and I have used it sparsely.
Master Combat Medicine Area Mind Cure is not mentioned by the Developers as a future implementation. I do not consider Mitigation Spice as having anything to do with my suggestion of area mind cure but fill the pockets of chefs across all servers. Also, I do not thin ka "Spice" is a viable alternative to poison and disease because it is but an attempt at remedy, relief without actually assisting the afflicted: The poison / disease persists and does damage depending upon how effect this "Spice" is. With potencies as high as 100+, how well this spice allows the combatant to resist application is yet to be known.
I am rerquesting the Developers consider Master Combat Medic Area Mind Heal as well. A means to offset the effect of poison / disease and provide maximum healing ability is what I desire. Area application is nothing new and adding the ability to area heal mind will benefit all.
Because of Combat Medic effectiveness and states, the majority of combatants are running 4,0,4,0 Doctor on their characters. Once Publish nine was released, the Developers in essence caused many heal macros to fall short of assisting the afflicted. The Developers have still not defined what they consider tactics of combating combat medicines. Now there is no defined method but to have a Combat Medic / Doctor participate in PvP on a heal basis only as every heal goes into the combat que requiring one to clear it, heal, then reinstitue the combat commands.
Whether a Doctor Triage is a "superfluous" idea or not is irrelevant as I read no other alternative to the obvious problem that persists -- combat medicines are overpowered and methods must be found to avert them. Is that a Triage Unit, rebreather, resists, mitigations? As long as their is first recognition then resolution. The Developers themselves admitted PvP is broken and CMs exist in a broken system.
I am not in favor of De-Buffs and never have been. PvE is not part of this discussion and no one has cried nerf Combat Medics because they can kill Rancors faster than a Master swordsman.
Agreed my final statements were odd. If you doubt credibility, that is your problem with this post and I do not care. Also, I still play SWG, just not as often these days.
f33d84ck
Wed Jul 07, 2004 11:29 am
#4
Why dont you try and fix the bugs with CM before trying to add more stuff?
Mmaxx
Wed Jul 07, 2004 11:34 am
#5
f33d84ck wrote:
Why dont you try and fix the bugs with CM before trying to add more stuff?
Do you think we are Devs or something? Or is that just your signature and you didn't actually post anything? I seam to recall you posting that statement earlier. What exactly do you think we are able to fix?
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