Combat Medic Archive
Thread: Counter to Poisons: Idea
why?! all teh devs need to do is raise the power of the cure line in doctors...
there is already a counter to dots in game no need to add another one...
if htey do i want eyegoggles to defend against eye shot, a sports protector for my nades against lowblowng smugglers and a third leg that nullifies any KD
Right on Ele...
There does not need to be any other counters for poisons or diseases... For that matter, I think that all this talk about how doctors should get aoe cures for poisons is total bs as well.. AOE and ranged categories defines our class... All that needs to be done to counter the poison problem is make them LOS and give the poison cures a bit of a boost to take 2-3 tries instead of the current 3-5 tries to remove...
The intent of adding equipment in that added to a pc's chance to resist a poison or disease effect was not to make any other fighting profession better, or to cripple combat medics. The intent was too add more diversity to pvp and pve combat while at the same time tempering the damage done by poisons without completely ruining them with the nerf bat. The addition of equipment that adds resists (read: not immunity) to poisons would force the CM to decide whether to increase the potency to compensate for a pc's increased resists, or to stay with a lower potency and do more damage. While I realize that this is already a consideration made when crafting poisons, the addition of certain resists would increase this and as such lend to the creation of situational poisons (ie low pot/high dam for random raiding when you don't suspect the target will have chem protection, and higher pot/lower dam for when you expect the targets to be wearing chem gear).
As far as raising the effectiveness of cure poison, I think it's a viable idea but I don't see it being implemented. When peoplewere shooting each other formassive bleeds, did the developers increase the effectiveness of first aid?
Actually in effect for PvP bleeds, the 75% damage reduction did make FA powerful..in PvE its the same tho...So in a way yes the devs did increase effectiveness for FA in PvP
vapor311 wrote:
As far as raising the effectiveness of cure poison, I think it's a viable idea but I don't see it being implemented. When peoplewere shooting each other formassive bleeds, did the developers increase the effectiveness of first aid?