Combat Medic Archive
Thread: JustG's comments about CM's in PvP from stratics
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Khragon
Fri Aug 13, 2004 5:25 am
#1
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
MisterTee
Fri Aug 13, 2004 5:33 am
#2
Why the stress on "CMs were WAY overpowered in PvP - we needed a counter"? Hes right. Although they may have gone overboard on a "counter".
Khragon wrote:
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
Khragon
Fri Aug 13, 2004 5:36 am
#3
I agree with what he said. I highlighted that so those CM's who didnt think they were overpowered now have a Dev response that...yes they were.
MisterTee wrote:
Why the stress on "CMs were WAY overpowered in PvP - we needed a counter"? Hes right. Although they may have gone overboard on a "counter".
Khragon wrote:
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
Mustelafuro
Fri Aug 13, 2004 7:30 am
#4
Heck I knew we were overpowered....hehe and I've never had a spider venom. The day me and a wookie rifleman dropped a knight ( back before pub 9) I got to thinking this isn't right....I havla stacked 8 things on the poor guy starting at 90m in under 10 secs, 1 tick later he had no mind and was promptly dropped by the rifle, kinda made you think something wasn't right 
I still say I don't feel nerfed, just have to work harder and smarter now. Oh and kill all the docs of course....hehe
Mild-Breeze-Trooper
Fri Aug 13, 2004 9:26 am
#5
Well you see...
I'll take this slow and try to use small words for everyones benefit.
Combat Medics had a measure of overpower, that is true.
It had it's root in a unbalanced HAM-system and the sad fact that resists wasn't enough avaiable.
But, as Combat Medics and Devs alike have said, time and time again. There was nothing wrong with DOT strenght.
And as you might have noticed, DOT strenght have not been adressed in the "fixes".
But, true to all development, the devs did go a bit overboard with the fixes.
1) They reduced range to much.Sure, no throws beyond 64 meters should be possible, but the current limit (and the way of calculating it) leaves a lot to be desired.
2) They went way overboard with the area cures. Not only do I think that area cures should not have been given singly to doctors, but I also do believe that the power, according to tests that have been done, is far to high.
3) The projected stats on innocculations are out of hand. I do believe that a good innoculation should provide up to 75% defense against infection with an additional mitigation of up to 50% of the damage. (these stats should of course be related so the higher the defense the lower the mitigation) That could have been the basis for some quite intresting stragies both in medical crafting and in combat medic combat. Innocculation that push resists up to where there is only a 5% chance of infecting and giving mitigation is over the top.
Brainplay
Sat Aug 14, 2004 4:49 am
#6
Khragon wrote:
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
They had a counter planned, named, and announced to go live with the smuggler revamp. MIND damage mitigation spice. Why they didn't push this forward instead of giving doctors 2 new abilities (including one of our uniques) and a new cash cow is beyond me.
Mitigation is what balances things out. Complete resists are plain stupid.
Anti-Thug
Sat Aug 14, 2004 11:05 am
#7
Brainplay wrote:
Khragon wrote:
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
They had a counter planned, named, and announced to go live with the smuggler revamp. MIND damage mitigation spice. Why they didn't push this forward instead of giving doctors 2 new abilities (including one of our uniques) and a new cash cow is beyond me.
Mitigation is what balances things out. Complete resists are plain stupid.
right...this is even what they said at fanfest.....it's so funny how they changed their tune from "use tactics" to CM is "way overpowered"
The fact is spider venom was waaaaaaaaay over powered.....then you add bugged rancor biles that never decrease charges and you have 1200 tick area that never goes down....
Loonytic
Sat Aug 14, 2004 1:31 pm
#8
Khragon wrote:
Brekkee - *Broken_Smuggler* After you all announced the combat revamp delay, you mentioned that we would see a number of fixes for the ground game come early in 10.1. Is there any chance you could shed some light onto what kind of fixes/improvements we will be seeing for combat in 10.1? Perhaps you would be so kind as to fix some broken specials? *cough*pistoleer*cough* : )
justG - BS... in between now and JTL, we want to hit combat things that affect as much of the player population as possible. The recent mind poison buffs and heals are a good example...
justG - ... CM's were WAY overpowered in PvP - we needed a counter. We also want to get in things that affedt the player population in a positive manner as a whole. Like the Starport timers.
you did'nt mention that they made the counter WAY overpowered and are nerfing them in the next patch
vortexala
Sat Aug 14, 2004 3:36 pm
#9
I've said it before, I'll say it again. Doesn't matter how many Devs state this, that or the other thing.
Combat Medics have never been overpowered.
Inability to heal mind as easily as health and action is what made us APPEAR to be overpowered. But it is NOT a flaw or the fault of the profession itself.
Were counters needed? Yes. Everything has a counter, so should CMs. None of us disagree with that.
But to state that we were overpowered? Rubbish. Complete and utter rubbish. And yes, I have said as much to the devs...
Tinozza
Sat Aug 14, 2004 5:25 pm
#10
The devs do not have even a little idea of how the CM prof works. period. And the way they changed their mind is just another proof of that.
Texxie, is totally right here, instead of solving the problem of the presence of an UNhealable bar (thing that make "overpowered" everyone able to hit that), they just introduced a poorly though and poorly implemented new features. They are absolutly overpowered (you can see the number all over this board, and probably even on the doc one) and profession killer for a CM (at least on the PvP side).
There was a problem in PvP with the CM prof hitting the mind bar?? Sure. Are those new meds a good answer to that problem?? NO!!!!
P.S.
Sorry for my awful english, but it's not my spoken language. So please forgive me!
Ragphen Robec, CM of the Starsider Galaxy since launch
Texxie, is totally right here, instead of solving the problem of the presence of an UNhealable bar (thing that make "overpowered" everyone able to hit that), they just introduced a poorly though and poorly implemented new features. They are absolutly overpowered (you can see the number all over this board, and probably even on the doc one) and profession killer for a CM (at least on the PvP side).
There was a problem in PvP with the CM prof hitting the mind bar?? Sure. Are those new meds a good answer to that problem?? NO!!!!
P.S.
Sorry for my awful english, but it's not my spoken language. So please forgive me!
Ragphen Robec, CM of the Starsider Galaxy since launch
Kharrissa
Sat Aug 14, 2004 6:55 pm
#11
"I'll take this slow and try to use small words for everyones benefit."
Thank you. It makes it a lot easier for me to understand.
Pirrg-Freemoon
Sat Aug 14, 2004 8:30 pm
#12
as a CM (log into chimera and look at my title) i only have one thing to say.
THANK GOD WE GOT NERFED. I cant think of any profession in swg in need of nerfing more then CM.
Imo they should just skip 9.4 cus cm are fine the way they are now.
Ocain
Sat Aug 14, 2004 9:22 pm
#13
vortexala wrote:I've said it before, I'll say it again. Doesn't matter how many Devs state this, that or the other thing.Combat Medics have never been overpowered.Inability to heal mind as easily as health and action is what made us APPEAR to be overpowered. But it is NOT a flaw or the fault of the profession itself.Were counters needed? Yes. Everything has a counter, so should CMs. None of us disagree with that.But to state that we were overpowered? Rubbish. Complete and utter rubbish. And yes, I have said as much to the devs...
get out of these forums, troll
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