Combat Medic Archive
Thread: Dev Feedback on medical DoTs...
Pahdbacca wrote:
On the matter of the amount of Poison and disease damage and ability for poisons to stack...
The Devs feel that Poison and Disease damageis relatively balanced and there's not as much reason to change them.
uhuh
In PvE, my novice TKA with a good set of VKs does 1000 points of damage per hit, almost 1 hit every 2-3 seconds.
My Novice Pistoleer with a FWG5 does 400-500 damage every 3-4 seconds
Back when I was a Master CM, using the BEST resources I was able to find after 3 months of searching, and after we had finally gotten 10 experimentation points of the subs was a poison that did 350 damage.....
every10 seconds or so.......
Balanced my ass......
But do they feel that its balanced that a poison/disease combo can triple incap and kill?
All the other classes but commando and CM got the +1 change, why should they be exempt?
And you got that from the statment, where? That's just reading stuff into it that isn't there. Ther eis a DoT revamp in the works, keep in mind. And it is believed that the particular situation you refer to (of stacking wound and damage DoTs) is a bug that will be fixed. So why keep harping on it?
DrPiezo wrote:
But do they feel that its balanced that a poison/disease combo can triple incap and kill?
So let's get this straight. The Devs said that all PC damage in PVP was to be reduced by 75% and this doesn't happen to poison and disease (thus creating an unbalanced PVP situation where a single PC is able to kill large numbers of other PCs faster than any other combat profession could kill the same number of PCs), so they tell you to go post that everything is as it should be?
They don't make a post themselves? Seeing theoutcry by the majority of players here, wouldn't it seem wise to post that in one of the manyforums that everyone reads instead of buried in the CM forum?
PVE and PVP damage is supposed to be different, why on earth would they feel that the CM was balanced in PVE and still balanced with a 300% increase in DMG in PVP? Why don't you ask them specifically about the lack of a 75% PVP reduction?
Its a simple question of fairness:
an fwg that hits for 400 PVE does 100 in PVP
a poison that hits for 400 in PVE does 400 in PVP
yes, I am not including the delay of the tick etc...., but I am also not pointing out that the CM can also use a fwg at the same time. They can use stopping shot or strafe shot in addition to the CM stuff.
This bug is bad enough that a post from TH will be the only way to lay it to rest. We all know that PVE damage is fine, or maybe even a little low, but PVP dmg is bugged and I dont see how any Dev could say differently.
This thread will do nothing to stopthe opinions of the players and how it is known that the PVP DMG bug is there and needs to be fixed.
Combat Medic: A healer who also has some field training to increase his odds of survival in battle.
Requirements: Ranged Support Specialist ( Marksman) & Master Medic (Medic)
KJFett wrote:
Its a simple question of fairness:
an fwg that hits for 400 PVE does 100 in PVP
a poison that hits for 400 in PVE does 400 in PVP
Not a fiar comparison anyway. Secondary weapon use is delayed byt hte throw more than a single shot from an FWG5 for onw (so not counting tick time because you can use another weapon doesn't cover the whole story.) WHat FWG5 only does 400? Not one that would be on par with a poison that would tick for 400. An on-par FWG5 would be hitting for 1200 every second, and doing 400 in PvP every second. The CM is delayed a good 4 seconds after a threow before they could try to use their own FWG5, so that's 1600 the other person with an FWG5 does. And the FWG5 incaps.
Zarlor wrote:
KJFett wrote:
Its a simple question of fairness:
an fwg that hits for 400 PVE does 100 in PVP
a poison that hits for 400 in PVE does 400 in PVP
Not a fiar comparison anyway. Secondary weapon use is delayed byt hte throw more than a single shot from an FWG5 for onw (so not counting tick time because you can use another weapon doesn't cover the whole story.) WHat FWG5 only does 400? Not one that would be on par with a poison that would tick for 400. An on-par FWG5 would be hitting for 1200 every second, and doing 400 in PvP every second. The CM is delayed a good 4 seconds after a threow before they could try to use their own FWG5, so that's 1600 the other person with an FWG5 does. And the FWG5 incaps.
400 is pve dmg for a shot with no specials. The 1200 you refer to is only acheived with shots like stopping shot which unless they are an expert BH do not fire off once per second, and at that rate can quickly incap the player in 9 shots alone. Being able to throw non PVP dmged poisons in the heat of battle is an over powered tool that has no equal, and no balance in this game. Which in regards to the CM profession, see my next comment.
It's here because it came up in a seperate conversation on the Corre forum and Pip asked to put it up here knowing full well how important such a statement would be for the CM community that lives in constant fear that those who do not understand the profession or what it entails and how it is balanced would force through a 75% reduction when we well knew that would, in fact, reduce what is already a poor damage rate.
The post does not do that since it does not address the hot topic here. (being the lack of reduction in PVP damage or as some would call it...the increase of 300% to your poisons in PVP.) As for the whine about how 75% reduction would hurt you in PVP.....what do you think it did to the rest of us????!!!?!?!?!? Do you think WE wanted to be nerfed in PVP?
We have a post here that doesn't specifically deal with the lack of a PVP reduction. A post that, out of context means nothing. He would have been wiser to ask the Dev to post in one of the main forums for all to see and to specifically address the PVP issue. This, as it stands, changes nothing. Sorry. But anyone that is a Combat Medic and who knows what a Combat Medic is intended to do (Heal as per the Game's user manual), won't be upset by this.
A smart CM would be raising the roof to get the healing abilities fixed ASAP. If you want to kill, get a combat profession. Combat medics don't kill. Medics that kill are called murderers. It goes against the very code that created them.
And yes RL is all we have to work with here since unlike every other profeesion in the game, there are no Combat Medics in Star Wars like we see in galaxies to compare against.
I say us CMs start moaning about something unimportant so that the devs dont figure out that AOE poisons kick arse and are overpowered ![]()
I hate to say it but we really do deserve a nerf, 1/4 reduction, or a chance to miss, or something like that. Or maybe make cure poison a medic rather than doc skill....
shhhh dont tell anyone i said that though...