Combat Medic Archive

Thread: Sinced CM is about to be Nerfed....

Darth_Llama
Mon Jul 12, 2004 2:37 am
#1

Those are bug fixes, not nerfs.



yay!
Kharrissa
Mon Jul 12, 2004 4:57 am
#2

"Those are bug fixes, not nerfs."



And if past performance is any indicator, they will introduce new bugs.
jfang
Mon Jul 12, 2004 6:31 am
#3

I'm *really* starting to wonder if people actually read the forums before posting their "unique" ideas, or at least skim the first page. To quote another post...




As stated before, the range bug was a bug to be fixed. It is unreasonable to give something in return for removing something we weren't supposed to have in the first place.


Further, to propose that makes theimplicit assumption that we were balanced before the change. Popular opinion is that throwing for more than 65m was not balanced, and as such, it does not seem opportune to empower combat medics in some way at this time.


If in a month it is shown that combat medics are now "worthless", and will be post-combat revamp (very important to note this second point), I'm sure the devs will re-examine the combat medic balance, and tweak skills.


Please do not start a thread regarding creature handlers, or any other class which was "nerfed to oblivion". The "will be post-combat revamp" clause is an important one to note...
TsunamiKata
Mon Jul 12, 2004 8:01 am
#4






jfang wrote:


As stated before, the range bug was a bug to be fixed. It is unreasonable to give something in return for removing something we weren't supposed to have in the first place.




I have to disagree to that statement dispite what is being said.


They capped the maximum distance to 48 meter during the first patch because people were able to experiment poison/disease pack to well beyond 52 meters in distance, that coupled with the range effectiveness bonus people were throwning poison/disease packs well beyond 100 meters + the AoE radius.


What the developers have changed is the healing range bonus a Combat Medic gets for every boxe in Ranged Healing Distance tree. The old formula was precise and plausible. If you're 4/0/0/4 CM, you'll only get 1.75 bonus to range which is the same as effectiveness. It was working as intended. The developers either never forseen the possibility of people making 96 meter poison based on the superior resources available or they just over looked when they changed resource stats.


This is indeed a nerf because of certain groups of individuals. Mainly the Jedi.







TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
Morath360
Mon Jul 12, 2004 8:25 am
#5

As someone said on another thread, lets wait for tomorrow and see how it shakes out. If in fact you're still able to throw a 54m 600 tick poison at master then I'm inclined to think that more needs to be done. I have always thought that CM's need help in pve. Maybe if pve was funner we wouldnt be inidated with so many CM's in pvp. I welcome them when they get toned down though.



----------------------------------------------------

"In space all warriors are cold warriors.."


Morath {WRATH} MBH MD
Kahless {WRATH} Light Jedi Knight
TsunamiKata
Mon Jul 12, 2004 8:38 am
#6






Morath360 wrote:

As someone said on another thread, lets wait for tomorrow and see how it shakes out. If in fact you're still able to throw a 54m 600 tick poison at master then I'm inclined to think that more needs to be done. I have always thought that CM's need help in pve. Maybe if pve was funner we wouldnt be inidated with so many CM's in pvp. I welcome them when they get toned down though.




I highly doubt that there will be any damage reduction for CM based on the existing DPS. If you're hoping for that, you'll be waiting for a LONG time.









TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
G4MESH4RK
Mon Jul 12, 2004 12:50 pm
#7

We should get something in return. Maybe be able do master a melee profession. Or the ability to add status effect like stun and dizzy.



Baser
"Don't Kill me I'm a ROLEPLAYER"

...Wants to KILL EVERY person who does a Price CHeck.
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