Combat Medic Archive
Thread: Proposal to Shut Up the Nerfers
I don't really think CMs should be nerfed -- the +1 rule is enough (too much? totally wrong?), but for those who can't get enough of this, here are my proposals (most or all of which must be taken together to reallywork and provide a good balance). These should make life fair for everyone, including the CMs.
1. Bring back DOT incaps...but.... make incaplast until DOT subides -->problem solved with Incap dance. To balance this a little, perhaps shorten duration on DOTs to prevent insanely long incaps.
2. Implement 64m rule intended for last publish.
3. Apply 75% PVP penalty to CM poisons, but allow stacking of same type poisons.
4. [Optional--this may be taking it too far] Allow stims to heal mind damage (but do not allow wound packs to heal mind wounds -- leave this for the entertainers (maybe even make it so elite entertainers can craft "mind wound packs" that any player can use on himself, that slowly regenerates mind wounds as if you're watching a dancer, but much slower than if watching that same entertainer).
I have to say I do think there should be a way of healing mind in combat - I like the idea of entertainers crafting mind stims... they are even worse off than us when it comes to making money so it'd provide them with a bit of a better income too.
Course I'd love to see it on the CM tree but something tells me it's not gonna happen.
OH WAIT, we have that skill already... come on, you can come up with something better than that...
Rikilii wrote:
I don't really think CMs should be nerfed -- the +1 rule is enough (too much? totally wrong?), but for those who can't get enough of this, here are my proposals (most or all of which must be taken together to reallywork and provide a good balance). These should make life fair for everyone, including the CMs.
1. Bring back DOT incaps...but.... make incaplast until DOT subides -->problem solved with Incap dance. To balance this a little, perhaps shorten duration on DOTs to prevent insanely long incaps.
This would only make us way stronger. Imagine being incapped for 10 minutes, I know I wouldnt like this happenning to myself.
2. Implement 64m rule intended for last publish.
This I assume will go in next big patch anyhow.
3. Apply 75% PVP penalty to CM poisons, but allow stacking of same type poisons.
75% penalty would totally kill the class. Imagine our poisons only ticking for 162 with a 325 effectiveness poison.
4. [Optional--this may be taking it too far] Allow stims to heal mind damage (but do not allow wound packs to heal mind wounds -- leave this for the entertainers (maybe even make it so elite entertainers can craft "mind wound packs" that any player can use on himself, that slowly regenerates mind wounds as if you're watching a dancer, but much slower than if watching that same entertainer).
As Zarlor has been saying, we really need to wait until the next big patch to see how the combat system is changed and how mind damage works then. But until then, honestly the only thing I see overpowered about CM is AE mind poison, and in the current system I think a 50% decrease in the damage it does would be fair while leaving single poison the way it is.
The problem is that 1 CM can hit an entire base of defenders, and they can do nothing about it. Sure, the CM will likely die, but the damage has been done. There's no way to easily cure 30 people that have poison+disease.
The CM dies, but 10-20 of those 30 are toast.
easy thing to do is remind the PVP Asshats they make up aSMALL percentage of the overall game population. They seem to be the ones who complain about what Classes should get nerfed.
Sorry if your into PVP, but not everyone is.
Rikilii wrote:
3. Apply 75% PVP penalty to CM poisons, but allow stacking of same type poisons.
Absolutely not!! this would destroy the CM class... in anything poisons for PvE need to be increased by 75%
I think some people just get upset and jealous when they get beat.
Bryno Naturi
Eclipse Master Doc/Expert CM
Rikilii wrote:I don't really think CMs should be nerfed -- the +1 rule is enough (too much? totally wrong?), but for those who can't get enough of this, here are my proposals (most or all of which must be taken together to reallywork and provide a good balance). These should make life fair for everyone, including the CMs.
1. Bring back DOT incaps...but.... make incaplast until DOT subides -->problem solved with Incap dance. To balance this a little, perhaps shorten duration on DOTs to prevent insanely long incaps.
2. Implement 64m rule intended for last publish.
3. Apply 75% PVP penalty to CM poisons, but allow stacking of same type poisons.
4. [Optional--this may be taking it too far] Allow stims to heal mind damage (but do not allow wound packs to heal mind wounds -- leave this for the entertainers (maybe even make it so elite entertainers can craft "mind wound packs" that any player can use on himself, that slowly regenerates mind wounds as if you're watching a dancer, but much slower than if watching that same entertainer).
Adune wrote:
Just make the AE not go through walls/Z axis. It should only hit people inside line of sight.
The problem is that 1 CM can hit an entire base of defenders, and they can do nothing about it. Sure, the CM will likely die, but the damage has been done. There's no way to easily cure 30 people that have poison+disease.
The CM dies, but 10-20 of those 30 are toast.
Inside LOS of primary target or inside LOS of thrower? Both solve the problem of poisoning people inside of fully enclosed structures (like cantinas) by hitting someone outside the structure. Both also create some new problems due to the small trees and rocks that tend to block LOS.
I would recommend that the thrower should have LOS to the primary target and then LOS should be checked between the primary target and each secondary target. This would be very similar to shrapnel from a grenade - if I have a wall between me and where the grenade explodes, I am fine (regardless of whether or not the thrower can see me), but if I am standing 10m away in open ground (even if the thrower can't see me), I am affected. In this way, I can't really target the person outside of the base, but if I happen to catch a person just inside the base entrance, I can still get most of the base.
The problem with this (other than a small rock blocking poison gas) is that in crowded areas, the server checks to see who has LOS could be rough. I don't know how much processing it takes, but checking LOS once per throw may be a compeltely different proposition from checken LOS 25 times because 25 people happen to be packed into the area.
Fire and normal attacks do MUCH more damage then poisons do, unless you want to up the amount of damage my poison can do in PvE to 1000-3000 then why apply the same nerf to our poisons as the higher level attacks get ?