Combat Medic Archive
Thread: Where is PsionicHawk? Go to bat for us!!!
Mustelafuro wrote:Ok we got a couple major issues we need looked into.First off is disease. Yes in the last patch they tweaked the /infect, but it wasn't enough. It is still worthless. If you go back and read up on what they wanted in the post cu world, they were looking for short intense fights. Which they got, and it's alot of fun. But they are over before disease does anything. And it's so slow you have all the time in the world to get it healed. And who really cares about wounds anyway? It needs to stack BF and have a noticable effect on health regen.Second thing is paralyze was over nerfed. It needs to be changed to any "new" damage will break it. Existing dots that were in place before paralyze was applied should not break it.Third is our debuffs. They are not near strong enough. Give them more power with a longer reuse time. I haven't seen anyones mind go down unless they were a doc or cm, so what does it really do anyway? Action seems to be they only thing that really gets used by specials. We need our debuff to be strong enough to overpower doc buffs and foods.For the record though, I am more than satisfied with our poisons and fires. The movement and attack speed debuffs seem fine as well. I will admit, I rely on my doc heals and keep my group stocked with stims. The stims I craft far out heal a cm's ability.Last but not least........get us an area poison back!!!! Make it like the area heal, point blank radius. It should be weaker than a direct poison, but we need it back. Not just for pvp either, have you seen they crazy spawns lately? We need an area attack, every other combat class gets one of some sort. I've seen the type of damage dished out by riflemen and carbineers, not like there are any worries over us outdamaging those kind of numbers. Please go to the devs and get them to at least look into the possibility. We are the only combat class with no area attack........
Paralyze did not get overnerfed as far as I can tell. It is not meant as a means for a CM to inflict damage without fear of retaliation, it is meant of a way to keep the enemy from performing any action while healing / recharging oneself.
Debuffs should be _on the same level_ as doc buffs, not higher-powered. Your opponent needs a way to overcome it, be it food or a doc buff. If he has both, get yourself a doc buff and food also and you will still be better.
Lastly - but just for information, not to counter any of your wishes - riflemen do not have any area attacks, and +snare+ breaks on any damage taken just like paralyze now, also.
Your right on that, had to check the logs. Rifleman was using spray shot. ( it was ridiculous the damage he was doing with it too....lol)
My point on paralyze, is we can't use it to get away any more. Our attacks are all dot based, so paralyze is useless in a fight now. To be honest they can take the entire skill away and give us an area poison ![]()
Our debuffs are a joke, we have no idea how strong they are. Yes they should be equal to doc buffs, but they aren't. We had 2 cm's stack actiondebuffs on someone, and it didn'tfaze them at all. They only work well on a couple of proffesions to get the action down.The mind bar doesn't seem to factor in to anything except healers anyway.
Mustelafuro wrote:
(...)Our debuffs are a joke, we have no idea how strong they are. Yes they should be equal to doc buffs, but they aren't. We had 2 cm's stack action debuffs on someone, and it didn't faze them at all. They only work well on a couple of proffesions to get the action down. The mind bar doesn't seem to factor in to anything except healers anyway.
You are not making the action bar to vanish slowly, you are only slowing its regeneration. So it will only go down if somebody uses action and recharge slower then. And mind is only used by healing, but then it is used a lot
Ok we got a couple major issues we need looked into.
First off is disease. Yes in the last patch they tweaked the /infect, but it wasn't enough. It is still worthless. If you go back and read up on what they wanted in the post cu world, they were looking for short intense fights. Which they got, and it's alot of fun. But they are over before disease does anything. And it's so slow you have all the time in the world to get it healed. And who really cares about wounds anyway? It needs to stack BF and have a noticable effect on health regen.
I agree about the usefulness of disease. It needs to be increased
Second thing is paralyze was over nerfed. It needs to be changed to any "new" damage will break it. Existing dots that were in place before paralyze was applied should not break it.
This isn't going to happen. It's not intended to be this way, never was and probably never will be. It's not an ability that will be used (generally speaking) in a 1 on 1 fight. It's when there is 2 on 1, shock, paralyze that mob then focus on the other, repeat every 15 seconds or so. In my opinion the effect of paralyze is fine the way it is. I'd like the range increased
Third is our debuffs. They are not near strong enough. Give them more power with a longer reuse time. I haven't seen anyones mind go down unless they were a doc or cm, so what does it really do anyway? Action seems to be they only thing that really gets used by specials. We need our debuff to be strong enough to overpower doc buffs and foods.
Our debuffs are useless in PvE which is something I would like to fix. Also since they have to be done while in combat, not in a relaxed pre-combat phase, that is justification for them to be stronger then buffs and food. Also does anyone have any data on Doc buff vs CM De-buff?
For the record though, I am more than satisfied with our poisons and fires. The movement and attack speed debuffs seem fine as well. I will admit, I rely on my doc heals and keep my group stocked with stims. The stims I craft far out heal a cm's ability.
Last but not least........get us an area poison back!!!! Make it like the area heal, point blank radius. It should be weaker than a direct poison, but we need it back. Not just for pvp either, have you seen they crazy spawns lately? We need an area attack, every other combat class gets one of some sort. I've seen the type of damage dished out by riflemen and carbineers, not like there are any worries over us outdamaging those kind of numbers. Please go to the devs and get them to at least look into the possibility. We are the only combat class with no area attack........
Sure thing. I'd like it also, but we aren't the only class without an area attack, TKA, Rifle, Smuggler for example don't.
Look for by 3 PM est.
Mustelafuro wrote:
My point on paralyze, is we can't use it to get away any more. Our attacks are all dot based, so paralyze is useless in a fight now. To be honest they can take the entire skill away and give us an area poison
PsionicHawk wrote:
This isn't going to happen. It's not intended to be this way, never was and probably never will be. It's not an ability that will be used (generally speaking) in a 1 on 1 fight. It's when there is 2 on 1, shock, paralyze that mob then focus on the other, repeat every 15 seconds or so. In my opinion the effect of paralyze is fine the way it is. I'd like the range increased
OK, that would work great if healing professions didn't aggro entire planets anymore. I don't even remember the last time it was a2 on 1 fight; one heal and it's 10 on 1.
Psionic - please add to the list that Thyroid Rupture enhancers and Traumatize enhancers add a piddly increase to duration (about 20 seconds) which makes them totally rediculous for their cost. I think that the Neurotoxin and Deuterium Toss enhancers are working fine.