Combat Medic Archive
Thread: Would you trade 75% effective poison for:
Pahdbacca wrote:
Too much,I would not change it.
There you go, our correspondent has spoken!!
TsunamiKata wrote:
Pahdbacca wrote:
Too much,I would not change it.
There you go, our correspondent has spoken!!
hehe, just my personal opinion though. I always try to represent the CMs as a community when acting as the CM correspondent. I don't really have to remind the peeps who post regularly on the board, but feel free to disagree with me if you'd like. I have been known to change my mind. Once. Maybe twice.
Seriously...if the issue is divided, I present it as being divided. Otherwise I say majority thinks this, the minority thinks that, and give the a rough estimate on that the majority is (2 of every 3 CMs, etc.)
As I am waiting for my replacement (yes, one has not been chosen yet,)I will be starting to post my own personal opinion about things (especially nerfs). It is my own personal opinion as of right know that CMs do not need any 'nerfs'. Although the Dev's haven't commented on the failure of the 64m DoT distance cap to make it to live, I believe that they intend this to happen. Peeps on the GCW are crying about the Z axis and players being poisoned inside faction bases. I brought this issue upweeks ago based upon a PM sent to me and there has still been no word as to if this is an exploit, bug or working as intended. Otherwise I expect no changes towards the negative for CMs. Our DoTs for 1-2 poisons is not out of line for the other classes right now. If you are in PvP and you allow a CM to stack more than 2 posions on you....Shame on you. You should have nailedthe opposing CMafter the second poison. If any changes are coming throught the pipeline for CMs, they did not ask my opion on the matter. This includes a 75% PvP reduction. I have not heard anything about it being implemented after the Devs saying they examined CM dots and determined they are in line and do not need a change.
The point I am trying to make is the ability to debuff someone would not be as effective as what we currently have, the balance between what you are giving and what you are taking away is not there.
I remain fairly convinced that we are working as we should, except for incapacitation which I feel should be reinstated. It is clear the problem is not the amount of damage that Combat Medics can dish out, it is the unheable HAM stat that has crippled the game.
Tonight on Endor, we had five people in the group. The only incapacitations in the night came from mind damage. Period. There were no health incaps, action incaps, no one's wounds were severe, except my own. The only thing that repeatadly killed us was mind damage.
I think areas are the ones that cause the most trouble. why should everyone take the same amount of poison within a 15m range?
I think areas do need rework. I love to use em hate to get them. Only thing i can think of is the further away you are from the team mate hit, the weaker it is on you. for example.
Bob gets target with an AoE Health poison with a range of 15m. Deals 400 each tick to Bob
Joe, 5m from Bob, will take 3/4 of 400 because of distance. He takes a 200 poison
Jack, right on 15m range, takes 1/4 of the poison. Each tick, Jack lose's 100 health
I suggest everyone within the limit atleast takes 1/4. Enough to be a burden, however nothing that can completely own each person. Its makes sense because when something expands several hundred times its original size, the small blue ball
, it change.
Every action has an opposite and equal reaction. Expanding dilutes the power.
Same reason a flame cone or Carbineer, etc do the same potential damage on multiple mobs at once. If a CM poison is reduced by the number of people it hits, so should all other profession attacks. A CM poison is reduced when its an AOE and still can be resisted as well for each person. Typically if a AOE hits 8 people you only get 5 or 6 depending on how u crafted it.
Bennyboy4308 wrote:
Pahdbacca, you know what would be cool? If they nerfed us, although I dont think we deserve it, to give us something in exchange, maybe AoE state effects. Like AoE dizzy, stun, blindness, ect.
AoE states would be to unbalancing. As it is I still believe that KD/Dizzy needs to be fixed, yes this coming from someone that has a TKM character. KD/Dizzy is a life ending thing for pretty much everyone as soon as they get nailed with it, I do believe however that if we get nerfed we should get something in exchange, we dont have alot as it is and I rather not be known as a grade A stim tosser, I didnt spend that many skill points to toss stims around, NONE of us did.
Theres 2 ways that they can go about any changes to our class that I would agree with,
A) A 75% nerf to our damage in PvP BUT they would HAVE to increase our PvE damage for me to find this acceptable. No if's about it, if we get a 75% damage nerf but not a increase in PvE damage i'm dropping CM the moment I log on.
or
B) an AoE cure for poison/disease. They can give it to master docs or CM's but it has to be a master level skill, some random dabbler should not get this ability. If they give it to doctors make it AoE but not ranged, they have to be within 7m like a normal stim of at least one of the people and from there the AoE effect would take place. give it a 15-20m range. If a master combat medic gets it then allow it to be ranged and give it the same AoE range.
If anyone of you have been in on any sort of base raid you know the problems with AoE poisons, the answer here isnt a nerf, instead give us a way to counter it.
With or without an AoE cure we still need a LoS fix. If you nail someone on the outside of a base then there should be no chance of the people INSIDE the base to get hit by it, it removes way to much strategy from taking down bases when your completely unable to defend the people inside trying to take the base down.
Badbrew wrote:
Would you trade 75% effective poison for:
The ability to make debuffs? Some kind of instant cure that instantly wiped out drugs/food/doctor buffs on a player? Or is that too much?
No. Then again None of us make these Decissions so asking us is kinda Silly...Like asking the Policeofficer who wrote you a Speeding ticket if he would trade a Higher Speed limit for a New Squad car....heh ![]()
If i did make the Decisions tho, i would trade a 75% reduction for D and Eclass poisons (Comparable to D level Doctor Buffs and E Heals) And Also a New CM Weapon then it would be a Good trade ![]()
Rhengordon,
Master CM's are able to heal mind. What are you talking about? It hurts like hell to do it, but just carry a crate of muon gold and some fishak,and you can heal the minds of ppl in your group long enough to take down an ancient kryat for sure.
Ufgood wrote:
Bennyboy4308 wrote:
Pahdbacca, you know what would be cool? If they nerfed us, although I dont think we deserve it, to give us something in exchange, maybe AoE state effects. Like AoE dizzy, stun, blindness, ect.
AoE states would be to unbalancing. As it is I still believe that KD/Dizzy needs to be fixed, yes this coming from someone that has a TKM character. KD/Dizzy is a life ending thing for pretty much everyone as soon as they get nailed with it, I do believe however that if we get nerfed we should get something in exchange, we dont have alot as it is and I rather not be known as a grade A stim tosser, I didnt spend that many skill points to toss stims around, NONE of us did.
Theres 2 ways that they can go about any changes to our class that I would agree with,
A) A 75% nerf to our damage in PvP BUT they would HAVE to increase our PvE damage for me to find this acceptable. No if's about it, if we get a 75% damage nerf but not a increase in PvE damage i'm dropping CM the moment I log on.
or
B) an AoE cure for poison/disease. They can give it to master docs or CM's but it has to be a master level skill, some random dabbler should not get this ability. If they give it to doctors make it AoE but not ranged, they have to be within 7m like a normal stim of at least one of the people and from there the AoE effect would take place. give it a 15-20m range. If a master combat medic gets it then allow it to be ranged and give it the same AoE range.
75% nerf to our poison is absolutely ludicrous. If it weren't for the fact that you can't heal mind as effectively as health or action, this wouldn't be an issue.
I would not favor any reduction to what has already been an under powered profession in comparison to the amount of skill points involved in becoming a Master Combat Medic, especially you can not be effective in PvP without being a Master Combat Medic. 169 skill points, that's the minimum amount of skill points required to become a Master CM, and that's without any weapon skill.This leave 81 skill points. You can dabble in Commando and get full benefit of Master Marksman and get Flame IV and be able to use Flame Single 2.
I'm really sick and tire of crying self-nerf. Shut the **edit** up already.