Combat Medic Archive
Thread: Combat Medic Issues revisited:
Last compiled issue list. New Comments in aqua
Experience
Combat Medics don't get medical XP for using non-healing abilities. It would be much welcomed if all CM abilities grant medical XP.
Nothing has changed in this regard
Healing:
It is felt by many that Combat Medics have a hard time fulfilling the role of healer while in a group.
1) The Heals themselves don't heal for enough damage. A small increase would be welcomed.
2) The ability to heal incapacitated players. Medics cannot do this, jedi can. It would be good to see this ability returned.
3) The Argo obtained for using heals is too high.
4) CM and Doctor Rez is buggy
Possible solutions, decrease the amount of argo that healing gets. Increase the effectiveness of taunt, decrease the cool down of taunt. Also a better visual indicator of what is current attacking you would be welcomed (The old HAM bars above the head worked and would do nicely)
For the most part the changes in Pub 19 solved most of the healing issues in Combat Medic except for the new targeting issue.
Infect
Almost everyone agrees. This is a useless or broken skill. No wounds are generated or is generated so slowly as to be not be noticed. Please examine the usefulness of the skill.
Still an issue and is needed to have CM be the '4' in offense it was given in the documents
Deuterium Toss / Neurotoxin
At Master level these skills work fine. At Novice the miss rate is well above what it should be. It should be possible to poison something at novice CM, right now that isn't the case.
Solution: Increase the hit/miss rate at Novice CM
It is also wished that an area neurotoxin be granted. It would deal less damage then neurotoxin and have the same AoE of Bacta Spray.
Nothing changed here
De-buffs
While debuffs like Paralyze and Shock seem to work as intended the debuffs that affect Action and Mind are useless in PE, and have a narrow usefulness in PP. Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.
A visual effect added for paralyze that way group members know which creature to avoid attacking.
Again, no changes
Previous issue thread:
Clicky
So what are your current issues relating to Combat Medic?
Message Edited by PsionicHawk on 07-05-2005 11:38 PM
PsionicHawk wrote:
Last compiled issue list. New Comments in aqua
Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.
Message Edited by PsionicHawk on 07-05-2005 11:38 PM
please in the name of balance don't make cm debuff that strong that they make a doc buff complete useless. that would make the cm to powerfull, we would have the same effect we had with the too powerfull mind poison, one cm needed to toss his poison and the battle was over, no thanks not again.
the role of the combat medic is to assist his group mates, not to rule the battlefield! (well at least in my opinion)
While debuffs like Paralyze and Shock seem to work as intended the debuffs that affect Action and Mind are useless in PE, and have a narrow usefulness in PP. Examine the Doc buff vs CM rebuff. Since Doctor buffs can be applied outside of combat and CM ode-buffs must be applied while in combat CM buffs should be able to out beat Doctor buffs.
Message Edited by Silent_Hero on 07-06-2005 05:23 PM
What I see as issues:
(1) Targetting for heals is very difficult, making people miss targets and difficult to self heal.Macroing a "/heal self"type of command is not sufficeint unless enhancers are automatically pulled from inventory (see Item #2).
(2) Let enhancers pull from inventory. If there is a concern about using them in all cases even when you dont want to, make them only work from top level inventory and not when in bags.
(3) Rez problems
(4) There is no actual increase in skill as new versions of heals are learned (e.g. "Improved" or "Advanced" version), only an increase in healing efficiency. Becasue of this, Master Doctors with minimal CM skills (4440 medic/MD) can outheal MCMs on combat medic heals. There is little incentive tolevel up for new skills.
(5) The droid and enhancer modifiers to skill are a constant amount (also can be considered a multiplier to healing efficiency), so they have a much higher impact on low level medics than masters. Consequently, because of the non-linear healing system, low level medic and CM heals areincredibly powerful,andcan be asstong as a master doc or CMswhen using modifiers such as enhancers and droids.
Did the devs really intend to let a 0000 medic, with 15 skill points,be able to heal for 1300+? Or a 0200 Medic to heal with Bacta Toss Enhancers for 1600+?
(6) Modifiers to Bacta Infusion seem to be broken, or severley crippled.
Message Edited by MataHairy on 07-08-2005 06:12 AM
One issue I have that you brought up is the area nuero. Obviously I'm all for it existing, but only as another skill, possibly also gained at novice and effectiveness increased as you progress the CM tree. The reason? neurotoxin despite being completely useless as a health drain (since it doesn't stick) is the best tool in my arsenal when grouping high level mobs. Neuro is the only skill I have that can pull a SINGLE enemy that can group aggro. My misfit group of idiots and hooligans came across kimos the other night, and we only survived because the CMs in the group (me and one other) used neuro to pull off a single kimo which we as a whole could state, daze etc to a point where it didn't 2 hit db us. We were doing great until our rifleman decided it would be cool to fire on one of them before we even got into range. /sigh My clothing is at 50% and I bought it 2 days ago...