Combat Medic Archive

Thread: Master Combat Medic Pole-Things to fix...........

TaranDraconise
Mon May 23, 2005 10:29 am
#1

I am a MCM and i was hoping to get a pole on things to fix. Thus far the biggest for me is the cooldown.It takes far too long to bacta spray your group. I suppose its the cooldown and warm up timers. I have enhancers that arent great but at 750 power/effect i suppose there average.


I had another issue also. For those Master CM's that take the med quest in the village during phase 4 what good is it to us. The mod's apparently only work for doc's and entertainers. I notice a Speed increase in there as well but havent got that mod yet. I hope the DEV's are going to fix this becuase it should be a mod we can use now. I have seen some SEA for medical speed and such but not many. Perhaps an idea about where or what drops them. If any of the crafters are out there looking at this can you tell or list your power/effect on your crafted enhancers. It will maybe give some of the CM's a point of referrence when we are shopping around.


But back to the orginal objective of this post. Please list things that should be fixed or things that you think would make being a CM a fun profession.


1. timers -need to be shorter so we can heal more often.

2. Paralyze- should not be restricted.

3. Infect- at present it is a noncraftable item {i think} and is practiclly useless becuase it doesnt seem to be doing any damage.

4. All the others seem fairly useless too. But lets start with the basics.




Taran - Elder Jedi
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Anazasi - Elder Entertainer
Drodekia - Master Droid Engineer
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ScumX
Mon May 23, 2005 3:42 pm
#2

If you "fix" all of these things, combat medics will be almost unstopable.

If CMs healed more often they could be almost as good at healing as jedi.

Paralyze will become the most uber state effect.

Infect inflics wounds not damage... supposedly

Making mind regenerate faster would add to the invinsibility.

And the word you're looking for I think is 'Poll' not 'pole'.

These things aren't broken to begin with so you can't "fix" them.

Infect might be broken but I've never used it.

Please attempt to correct me if I'm wrong.

Message Edited by ScumX on 05-23-2005 06:46 PM



---------------------------------I
IIIII Darrian Eclypse IIIII
I Master Bounty Hunter I
I Master Rifleman I
I Combat Medic I
----------------------------------
Brainplay
Tue May 24, 2005 12:03 am
#3

MIND bar needs to regen faster or the mind cost needs to be majorly reduced. Our medical mind bar empties even with food faster than a Jedi force bar. If you run out while in an engagement you're screwwed.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Kaylais
Tue May 24, 2005 2:40 am
#4



ScumX wrote:
If you "fix" all of these things, combat medics will be almost unstopable.

If CMs healed more often they could be almost as good at healing as jedi.

Paralyze will become the most uber state effect.

Infect inflics wounds not damage... supposedly

Making mind regenerate faster would add to the invinsibility.

And the word you're looking for I think is 'Poll' not 'pole'.

These things aren't broken to begin with so you can't "fix" them.

Infect might be broken but I've never used it.

Please attempt to correct me if I'm wrong.

Message Edited by ScumX on 05-23-2005 06:46 PM





Since we are correcting other people's spelling...perhaps the word you are looking for is 'invincibility'?

:-)



-Fallen Angels- Kaylais -Fallen Angels-
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Brainplay
Tue May 24, 2005 4:35 am
#5






ScumX wrote:
If you "fix" all of these things, combat medics will be almost unstopable.
I call BS
If CMs healed more often they could be almost as good at healing as jedi.
Actually you'd have to increase the healing power by 3x to match that of a Jedi. Something in heavy debate and a possible nerf coming in the future.
Paralyze will become the most uber state effect.
The post is vague. "Restricted" in what way? Its effect is still broken by damage and the timer doesn't even come close to the jedi "stasis" ability. Something that is again in high debate (when will the devs learn balance)
Infect inflics wounds not damage... supposedly
Correct, yet the time it takes to tick and the amount of wounds it produces are incredibly small. No BF is added or any other debuff. It has no use in PvP or PvE. In other words it is aworthless skill for CM's.
Making mind regenerate faster would add to the invinsibility.
Incorrect. The amount of damage healed and the amount of drain on the MIND is inproportinate. Quick single encounters are easy to handle but in both group PvP and higher content PvE it is inadequete for the task. A CM cannot disengage from combat and regen the MIND bar nor can the MIND bar compare with the quantity of a Jedi force bar (healing sucks action too).
And the word you're looking for I think is 'Poll' not 'pole'.

These things aren't broken to begin with so you can't "fix" them.
Correct, they aren't broken. However, they aren't balanced to fit into the formula that SoE is trying to pawn on us. In terms of group healing we are falling into the sub-par category. Roots and snares only work on melee and most fights are now range which guarantee damage accumulation.
Infect might be broken but I've never used it.
You've never used it because its worthless.
Please attempt to correct me if I'm wrong.

Message Edited by ScumX on 05-23-2005 06:46 PM





I'm seeing Jedi pop up into more and more discussions like they deserve to be these super damage/tank/healing powerhouses that SoE has set them up to be. I actually had one complain to me that he should do more damage than an elite 80 right after he soaked up damage from a full 8 person group for a perverse amount of time before he finally ran out of force (everyone had to slow down as their action bars kept running out and my MIND bar had emptied once). Please keep them out of regular template discussions.







Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

Splat31
Tue May 24, 2005 4:56 am
#6


In my honest and humble opinion....

CM's right now, are almost one of the better classes to come out of the CU. The healing could be tweaked a minor bit.... although, it seems to me that it already has... since I was healing for far less right after the CU than I am now. Nothing solid to base that fact on, other than my health bar seems to stay in one spot more often... (real close to dead, but just not quite. lol) But if I may, Id like to touch on your four points....


1) Timers: to little and you become a chain healer... although that can be quickly balanced by the hate that you generate from mobs. Its hard to heal when your dead, and if you chain heal, I can promise you that your going to be on the top of the "hate" list. But I would like to see the amount healed increased slightly.... I think Im healing for around 800... Im not looking for 1500 like jedi, but a nice round 1000 would be about perfect. Three heals to full health..... roughly, would be a good balance to me.... Although I am curious why neither doc, nor cm has a complete heal command. I mean, they sorta went with fantasy effects... why not go all the way.


2) Paralyze- I think it needs to be left alone. Im already wary of it as it is..... And actually, I think combat should break it. It would make a great crowd control device, but its entirely too powerful to be used in PVP situation. Course. Im not overly fond of knockdowns either... but hey.... Either way, I think paralyze is about fine where its at.


3) Infect- They day anyone figures out what infect does, someone email me. Im lost. I have used it and used it.... and still havent seen any real effect one way or another... I kind think it needs to be dropped. Id rather have a more powerful heal or even better, a weak wound heal, then I would infect. It almost seems like afterthought that was just dumped in, to give us one more ability.


4) All others- Well... not really.... The DOTs for CMs arent bad. At least, those that deal specifically with health. But electrolyte, etc, that deal with mind or action wounds, or dmg.... seem to have no effect. I have dumped em on creatures Im fighting..... but I fail to see any real effect on their action or mind pools. They just blissfully go on, hittin me with every special they can dig out of their never ending action supply of tricks.


Over all, CM , at least to me.... isone of the more better balanced classes... although... to be honest with you.... Im not entirely sure there really is any balanced classes at all. You cant just be one thing... I mean... you cant just be a cm.... or just a carbineer.... or whatever.... You really need to mix and match up if you want to survive any sort of encounter at all.... and I think thats the thing that bothers me the most.


But enough rambling.... if you want my own ideas about what could be changed....


1) Heals: Like I said.... somewhere between uber jediness and reality..... Im not expecting to outdo someone with the force... but it would be nice if I could keep my party alive for longer than five seconds. Pump up the heal amount, leave the timers alone..... or shave off a bit of time, so we can hit em with it faster.


2) Wound healing: Im still confused why we lost wound heals. That just makes no sense. Docs Buff and heal... CMs debuff and heal..... Both should be able to heal wounds.


3) Its ok to get rid of some of the abilities. Infect is useless. The debuffs that target a creatures Mind and action are useless.... Might as well dump em. They are just yet another icon that crowds my hud... Or.... they could have some effect. (unless Im missing it completely.)


Anyways.... just some thoughts.




Splat
Master Doc
Kauri Server

Royal Pain in the Arse
Generally disliked

araldi
Tue May 24, 2005 10:37 am
#7


After being a MCM and rifleman since my first day in SWG, more than one year ago, I think I was really playing it as it was supposed to be, that is, healing other players. Also, of course, diseasing and infecting NPCs.



Now inCU, it makes no sense trying to heal anyone in any cave or corvette. You'll die once every 5 minutes at least.



On open field this problem is notso important, but in there your friends don't need youthat much.



So far, you have only 2 options :



1.- Stop healing others, heal only yourself. Every time you heal someone of your group, you gain his aggro to the NPCs. Therefore, if you're using your CM abilities and heal the whole group, you'll gain the full group aggro to the NPCs, and they all will go after you, ONLY YOU. I have tried every possible combination of templates, and even as a TKA or MBH, you'll die for sure. The same for healing single players, though the gained aggro is obviously smaller.



2.- Forget about being a CM or Doc. No sense trying to help anyone if SOE doesn't want it.




Good luck.




Araldi Leone
Light Jedi
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LeviticusD
Tue May 24, 2005 11:48 am
#8


I also agree that combat medic came out of the CU pretty well. I had a pretty aggrivated guild as they all sat in the city hall the first week unable to fight while I was out having a blast! There are two things that still have me a little frustrated though.


1. Of course is the useless infect. I don't even want it fixed, I want it changed. I think a temporary reducement in health for the opponenet isn't overpowering or a mild area poison for old times sake would be nice. Anyways, I haven't heard anyone say that doesn't need to be fixed.


2. The other issue I have is one that most people agree with is a problem, but I just want it tweaked. I still think the aggro system should be set up different for NPC's and MOB's as far as healing aggro goes. When I, with a group, attack an NPC encampment, I would expect to be targeted by the NPC's when I start throwing out heals. The decision to eliminate the healer is a tactical/strategic decision made by sentient beings. I don't expect that kind of tactical analysis coming from an oversize dog or elephant or whatever other creature. They want to eliminate the thing causing them the most pain! I'm a Master rifleman also and I have no problem with the fact that when I hit them MOB with a 3000 pt sniper shot, it runs right after me, ignoring all the little beebee guns the pistoleers are carrying. I do have a problem with the fact that if someone else nails them with the snipershot and I happen to sprinkle a little health on the guy, the animal forgets about the fact that some guy jsut tore it's whole backside off in one shot and goes after me. It's not realistic.


In a nutshell, Infect...change it. Aggro....NPC's use the current aggro system, but MOB's go after whoever is causing them the most pain.




LizzyD Oakley Elder Armorsmith

LeviticusD Oakley Elder Combat Medic
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ScumX
Tue May 24, 2005 1:18 pm
#9


Kaylais wrote\PM




Since we are correcting other people's spelling...perhaps the word you are looking for is 'invincibility'?

:-)






Yes that was the word I was thinking of GJ

I thought of it more as correcting a grammar error since I think he didnt know the actual word if you get my flow...



---------------------------------I
IIIII Darrian Eclypse IIIII
I Master Bounty Hunter I
I Master Rifleman I
I Combat Medic I
----------------------------------
ScumX
Tue May 24, 2005 1:46 pm
#10


Brainplay wrote:


ScumX wrote:
If you "fix" all of these things, combat medics will be almost unstopable.
I call BS
If CMs healed more often they could be almost as good at healing as jedi.
Actually you'd have to increase the healing power by 3x to match that of a Jedi. Something in heavy debate and a possible nerf coming in the future.
Paralyze will become the most uber state effect.
The post is vague. "Restricted" in what way? Its effect is still broken by damage and the timer doesn't even come close to the jedi "stasis" ability. Something that is again in high debate (when will the devs learn balance)
Infect inflics wounds not damage... supposedly
Correct, yet the time it takes to tick and the amount of wounds it produces are incredibly small. No BF is added or any other debuff. It has no use in PvP or PvE. In other words it is aworthless skill for CM's.
Making mind regenerate faster would add to the invinsibility.
Incorrect. The amount of damage healed and the amount of drain on the MIND is inproportinate. Quick single encounters are easy to handle but in both group PvP and higher content PvE it is inadequete for the task. A CM cannot disengage from combat and regen the MIND bar nor can the MIND bar compare with the quantity of a Jedi force bar (healing sucks action too).
And the word you're looking for I think is 'Poll' not 'pole'.

These things aren't broken to begin with so you can't "fix" them.
Correct, they aren't broken. However, they aren't balanced to fit into the formula that SoE is trying to pawn on us. In terms of group healing we are falling into the sub-par category. Roots and snares only work on melee and most fights are now range which guarantee damage accumulation.
Infect might be broken but I've never used it.
You've never used it because its worthless.
Please attempt to correct me if I'm wrong.

Message Edited by ScumX on 05-23-2005 06:46 PM



I'm seeing Jedi pop up into more and more discussions like they deserve to be these super damage/tank/healing powerhouses that SoE has set them up to be. I actually had one complain to me that he should do more damage than an elite 80 right after he soaked up damage from a full 8 person group for a perverse amount of time before he finally ran out of force (everyone had to slow down as their action bars kept running out and my MIND bar had emptied once). Please keep them out of regular template discussions.




It is painfully obvious by my signature that i am NOT Jedi, but what could perhaps be described as the complete opposite . I hope you were not referring to me in your off-topic rant about Jedi trolling forums.

As for the CM to Jedi healing, I based my post on a known MCM's post on healing rates. In what seemed to be a flame against me, you ended up having the same views as me on infect, which was half of your useless post. Maybe your flame would be better if I WAS actually a Jedi.

However, i sincerely hope you did not assume I was a Jedi scum and you had other intentions such as maybe trying to communicate your own concerns about CM and Jedi. If so, you should not have put your opinions in your quote from me.

I do agree Jedis need to be nerfed just a tad bit and Infect should change its effect or be removed. I also agree CM healing should be upped by 100points or so as I need the healing when I take bounties against Jedi.

Message Edited by ScumX on 05-24-2005 04:56 PM



---------------------------------I
IIIII Darrian Eclypse IIIII
I Master Bounty Hunter I
I Master Rifleman I
I Combat Medic I
----------------------------------
skywalker007l
Wed May 25, 2005 4:12 pm
#11

If you aren't a jedi, you have no room to speak about them. Please at least make the distinction between knights and padawans when you are saying untrue things. Padawan strength is incredibly low and the grind right now is impossible. At knight level, one can become uber, but only if they chose the fotm temp, with bits of defender. Without this tree jedi's would be dead in the water. Hopefully that cleared things up. But since this board is about cm's, I agree, fix or remove/change infect.



Callopo Noak
Callysto Noak
Fishy Member of the New World Order
Intrepid Galaxy

Brainplay
Wed May 25, 2005 5:35 pm
#12








ScumX wrote:
It is painfully obvious by my signature that i am NOT Jedi, but what could perhaps be described as the complete opposite . I hope you were not referring to me in your off-topic rant about Jedi trolling forums.Actually no it isn't. Most jedi are picking up some BH to see if their character are on the boards. That and because BH is the single best ranged enhancer in game. But no I wasn't implying that you were a Jedi or jedi troller. I was implying that I'm seeing more and more people use jedi as a comparison to regular templates in non-pvp matters.

As for the CM to Jedi healing, I based my post on a known MCM's post on healing rates. In what seemed to be a flame against me, you ended up having the same views as me on infect, which was half of your useless post. Maybe your flame would be better if I WAS actually a Jedi. Correct, I agreed with you on infect. Sorry to bust your bubble. I use words like noOb, RoxXor, or l337 next time to make you happy if you prefer. It wasn't a flame.

However, i sincerely hope you did not assume I was a Jedi scum and you had other intentions such as maybe trying to communicate your own concerns about CM and Jedi. If so, you should not have put your opinions in your quote from me. Read the first statement.

I do agree Jedis need to be nerfed just a tad bit and Infect should change its effect or be removed. I also agree CM healing should be upped by 100points or so as I need the healing when I take bounties against Jedi.


Message Edited by ScumX on 05-24-200504:56 PM






Post wasn't a flame just adding in some corrections. I always give credit when people get parts right hence the infect part. My flames are a bit more ......"brighter". Most of the other old timer CM's remember those pre-CU days.





Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

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