Combat Medic Archive
Thread: Should CMs get some kind of debuff?
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TEKKEN
Sun Aug 15, 2004 9:38 pm
#1
Im just wondering your guys thoughts on giving CMs a debuff of some kind....maybe not a full debuff but maybe something that like halves the effects of the buffs on a person. I'm sure this might be too powerful in this game as of right now, but maybe once the combat balance is up and running it will have its uses......
your ideas are greatly appreciated
Cakins7005
Sun Aug 15, 2004 10:56 pm
#2
Yes, that is what I thought poison would do in the first place.
"I'm sure this might be too powerful in this game as of right now, but maybe once the combat balance is up and running it will have its uses......"
Wouldn't 2,400 point buffs be too powerful in this game right now 
TEKKEN
Tue Aug 17, 2004 12:28 am
#3
Well yeah 2400 buffsare way too powerful and ruin this game IMO....but if CMs were the only ones with the power to get rid of them, then that would just make everyone be CMs......and thats no fun =(. Maybe they could give debuffs to another profession that needs some support.....how about squad leader or ranger......well debuffs dont really fit in with either of those professions. Any other ideas?
Frackk
Tue Aug 17, 2004 12:40 am
#4
I'd gladly make my first toss a poison/disease debuff if it meant my next toss would have a higher chance of hitting. That way I wouldn't have to stand there waiting on my fifth toss to finally hit and having been a sitting duck for 20+ seconds.
Message Edited by Frackk on 08-17-2004 09:00 AM
Brainplay
Tue Aug 17, 2004 6:03 am
#5
Depends on how you look at it but poisons are often construed as debuffers since its "over time" and counters the regeneration effect of a buff.
Unfortunately the MIND pools cant compete with Health and Action.
Frackk
Tue Aug 17, 2004 7:06 am
#6
That may be one way to look at it, however I would prefer something that would temporarily decrease our target's (or targets') resistances. Something that directly affects just their resistances in the same manner as the enhancements. The timer could be as little as one minute. That's what I think of when I think of a debuff.
Another good one might be a "slow" debuff that will affect their combat speed and therefore affect their DPS.
One that inhibits the burstrun ability might be a good one too.
Kavedawg
Tue Aug 17, 2004 6:52 pm
#7
i picture the diseases as a debuff since you can hit all the stats
Bamboozle
Tue Aug 17, 2004 7:51 pm
#8
A slowing debuff would be kind of cool. 
Don't think the devs are willing to give us anything in the next couple of .. years though.
Ellenore
Wed Aug 18, 2004 11:25 am
#9
I think we should get rid of diseases and add some kind of weaken potion that reduces the targets secondary pools/attack speed/damage reduction thing, that would really make us usefull to have in pve hunts, to bad that most high are places are filled with droids tho
Brainplay
Fri Aug 20, 2004 4:34 am
#10
Ellenore wrote:
I think we should get rid of diseases and add some kind of weaken potion that reduces the targets secondary pools/attack speed/damage reduction thing, that would really make us usefull to have in pve hunts, to bad that most high are places are filled with droids tho
NPC substats are set at "1". They dont regenerate nor take negative substat wounds past 1 but they do still accumulate battlefatigue.
Kinda fun how many dancing npc's are out there doing /exotic4
Acadai
Fri Aug 20, 2004 10:44 pm
#11
I think that a temporary debuff (to resists that is) is a good idea. I dont hate CMs I just envy the power that they possess. With these new anti-CM buffs it doesnt affect PVE in the least, so why not something to counter that?
Is it really that bad? 5 throws for 1 to stick? I had heard that the potency makes a big difference, am I just Nieve?
/spellCheck
Is it really that bad? 5 throws for 1 to stick? I had heard that the potency makes a big difference, am I just Nieve?
/spellCheck
SolSpur
Sat Aug 21, 2004 12:02 pm
#12
Is it really that bad? 5 throws for 1 to stick? I had heard that the potency makes a big difference, am I just Nieve?
With the new innoculations and area cures, cms are fighting an uphill battle against not one but three lines of defence. I'll try to be as clear as possable.
The average potency on a cm med is around 110 - 120 and those are well made poisons. The resists on the innoculations average 220. In order to compensate a cm must put practicly all points into potency to even have a 50% chance to stick. This leaves little to no points for range or effectivness (damage). If we do manage to stick a poison (first line) C lvl innoculations have an absorption effect that mitigates what little damage could get through (second line) but so far there has been no damage to the target. The third and final line of defence is the doctor. Considering we had to max out potency the effectivness would be minimal as would the area of effect. An area cure radious would actuly be larger then the cms area of effect on the poison. Damage does not occure on impact but 10 seconds later. This gives the doc pleanty of time to area cure the field, completely negating not one, not two, but every cm, in the presence of one doctor. As it stands the lowest level area cures can remove a cms strongest poisons in one application and are much stronger then the single target cures. Area cures can be used on the move and have no identifialbe animation. CMs on the other hand are rooted, meaning for each poison we throw we can not move or take action for 4 seconds. In order to toss 5 poisons a cm would be rooted in place for 20 seconds. Now considering CM by itself has 6 ranged defence and 2 melee defence we are very vulnerable. Also when we toss a poison and it does stick we are auto targeted by everyone we hit.
You envy the power we posses? What power would that be, CMs were never ment to be powerhouse killing machines but due to many factors beyone our control we inevitably became what we are today. Back when armor wasnt to good and buffs rare, players in pvp actuly took health and action damage. Our area cures were a vital role in pvp. Poisons were a form of attrition. Usualy you would die before the first tick. Now with the advent of 90% armors health and action damage are non existant. Area stims lost their use, shure I can still toss a 900 strength area stim, only to heal under 100 damage. To compensate, cms began using their only other tools, poisons and diseases. Ask yourself why are they so powerful. Heres why.
In PvE cm poisons and diseases are only usful against high end mobs like kryates and elders. This is due to the fact those mobs have near global resists. PvP has become so much similar to PvE with every player in 90% armors, 3k buffs, stacked defences. Take for example defence stackers. They are near gods on the field. Then comes along a Combat Medic, their one true fear. A class with pitiful defence, but can be a devistating weapon if used right. Many of them cried out at the cms for they were the onlything keeping them from their god like status. The devs listened and now they are truly gods.
You are not nieve, just uneducated in the workings of cm like many who post here (was not ment as a flame). As it stands our offencive meds can be completely negated, our area stims have nothing to heal. All we are left with is mind heal which is gimped. A profession trained in ranged and area healing and yet the one thing that still has a purpose is point blank (7m single target not like docs point plank 30m radious cures). Mind heal in now way constitues 169 skill points.
Forgive me for rambling on, late night
I hope I've answered your questions.
Iwoow
Sun Aug 22, 2004 11:59 pm
#13
I think a debuff would be exteremely intresting and easy to implement as it stands Jedi have a skill which gives them a debuff so they can get exchange stats for jedi points, the points slowly regenerate back but if this was part of the Combat Medic assernal it would make pvp reallly interesting
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