Combat Medic Archive
Thread: Modify the Disease Line
I think most of us here would agree that the disease line for combat medics is completely worthless. Causing wounds to a mob that is going to die anyway makes absolutely no sense. In pvp, disease would only be a griefing nuisance.
Thus, I think it's obvious that this line needs to be reworked. As I see it there arefour potential courses of action:
1) Make disease work like a dot, just like poison, allowing them to stack. Poisons really don't do that much damage in the first place, and while they will become more potent with the next patch, this might be a neat way to add some more "combat" to the combat medic.
2) Make disease work likea weak direct damage. Put it on a 10 second timer with mods that could reduce it down to five seconds. This would create an option for combat medics who don't wish to carry a gun. The direct damage effect shoudln't be too potent though.
3) Make disease prevent regeneration for a set period of time.
4) Make disease work like snare or mez, etc. but only on humanoids, thus not infringingon the trapping ability of scouts.
Making one of these four changes would make disease a much more attractive option.
Muad'dib -- Gorath
the Con, Sta and Willpower diseases do exactly that, prevent regeneration. The problem is, that nothing regenerates noticably anyway with the current pace of combat. same goes for the diseases vs stats that effect special move costs where mobs don't use specials anyway and NPC would die anyway in the time it takes to apply one of the diseases. HAM diseases are indirect damage because reducing the pool size counts from the current value (excluding damage, not from the max value)
the problem is, that all these 3 things don't effect PvE much at all and in PvP the pace of the combat simply punishes you for using them if the person you are fighting knows what he is doing (i.e. killing you while you get another resist on something that would take effecthalf a minute or laterafter you are dead)
I agree that the disease line needs to be modified...its is useful for PvP just not for fun PvP...but if you wanna take people out of the fight nothng is better than wounds to do so...
I suggest that disease make its so that it basically kills the effectiveness of healing in combat...So if u drop a Health Disease it will basically make any heal on the H bar less effective or even possibly render it ineffective...
This is basically the disease effect from Daoc. This would be an incredible supplement to our Dots. AOE diseases would be fairly annoying for doctors. Wouldnt cause greif and would be a tactically powerful ability for CMs. currently its easier to stim off a poison damage poison then to cure poison or really worry about it until post battle. however, my idea of disease would drastically enhance the effectiveness of poison even without adjusting the values of them...
Elenora,
Perhaps the way to accomplish this is already somewhat in the game. Disease could be used to increase battle fatigue, accomplishing the goals of reduced regen and effectiveness of healing.
youd have to raise BF a lot to basically render heals ineffective...that would be a ton of BF...
sure the entertainers would be happy, but that too is exploitable...just duel disease and let a entertainer heal ur bf? youd see master dancers and musician by the hordes
Well all that would need to be done Elenora is to modify the multipier that BF currentlydoes to your ability to heal. It would make the game tougher, and would make our bigger heals more useful since we'd need bigheals to fully heal players with battle fatigue.
Muad'dib -- Gorath
actualy, i'd be happy to even see a novice entertainer around sometimes. if you wanna judge how much fun a class is, by how many are around, CM need nothing changed compared to Entertainers ,)
I sure see plenty of them on my server. In fact, at my wedding Saturday night we hired an actual band with 12 band players and a couple of dancers. Majority of them were masters too and they put on quite a show for us.