Combat Medic Archive
Thread: Infect that actually creates wounds already it's been 4 months!!!
It will never be fixed to create wounds. Wound infliction is something that the Devs are trying to move away from.
I'd like to see Infect be a counter to Nutrient Injection.
Advanced Infect : 10% Total healthreduction and 10% Health Regen Reduction for 2 minutes.
Improved Infect : 10% Total healthreduction for 1 minute.
Infect : 10% health reduction for 30 seconds.
BadgerSmaker wrote:It will never be fixed to create wounds. Wound infliction is something that the Devs are trying to move away from.
I'd like to see Infect be a counter to Nutrient Injection.
Advanced Infect : 10% Total health reduction and 10% Health Regen Reduction for 2 minutes.
Improved Infect : 10% Total health reduction for 1 minute.
Infect : 10% health reduction for 30 seconds.
I'd like to see it a bit bigger than that, since with foods and buffs one can add 50-80% health and massive regeneration.
Maybe 20% maximum health reduction/30% regeneration reduction (capped at 10% below starting values, to make this more of a buff/food counter than some uber-powerful skill.)
I like it the way it is now, it just needs to be more potent. Right now it continually reduces their maximum health until the duration is over. I'd like to see it reduce their maximum health by 1% every 3 seconds, cap off at 20% after a minute, and stay at that level for two more minutes.
EDIT: Or you could have Infect work like disease in Guild Wars- lower regeneration, lower healing amount.
Infect: -10% regeneration, heals 10% weaker.
Improved Infect: -20% regeneration, heals 20% weaker.
Advanced Infect: -30% regeneration, heals 30% weaker.
Message Edited by DarkNexus1014 on 08-23-2005 10:36 AM
I disagree completely. Removing wounds is a mistake. Systems are in placenow to fix wounds.But only the wound mechanism"semi-permanent" state of health reduction - and anything less is a mistake. To combat this there are foods which at highstomach fill cost remove infection. Doctors can cure states, jedi can cure states and both can fix wounds.
When this gets fixed we should not compromise with5%, 10% or 20% health reduction for some X period of time.That would be giving back WAAAAY to much for what we once had. I know we'll never have back the god-like state of 2003 for CMs (no line of site, 100m through walls, area mind disease with 500+ ticks that blackened mind in 30 seconds LOL) Buuut... 4 months is long enough for thisskill to be completely broken. It's time to address the issue SOE/Development. Combat medics need a "semi-permanent health reduction WOT"
DiverBuoy wrote:
I disagree completely. Removing wounds is a mistake. Systems are in placenow to fix wounds.But only the wound mechanism"semi-permanent" state of health reduction - and anything less is a mistake. To combat this there are foods which at highstomach fill cost remove infection. Doctors can cure states, jedi can cure states and both can fix wounds.
When this gets fixed we should not compromise with5%, 10% or 20% health reduction for some X period of time.That would be giving back WAAAAY to much for what we once had. I know we'll never have back the god-like state of 2003 for CMs (no line of site, 100m through walls, area mind disease with 500+ ticks that blackened mind in 30 seconds LOL) Buuut... 4 months is long enough for thisskill to be completely broken. It's time to address the issue SOE/Development. Combat medics need a "semi-permanent health reduction WOT"
regards,
Good luck on that then.
DiverBuoy wrote:
I disagree completely. Removing wounds is a mistake. Systems are in placenow to fix wounds.But only the wound mechanism"semi-permanent" state of health reduction - and anything less is a mistake. To combat this there are foods which at highstomach fill cost remove infection. Doctors can cure states, jedi can cure states and both can fix wounds.
When this gets fixed we should not compromise with5%, 10% or 20% health reduction for some X period of time.That would be giving back WAAAAY to much for what we once had. I know we'll never have back the god-like state of 2003 for CMs (no line of site, 100m through walls, area mind disease with 500+ ticks that blackened mind in 30 seconds LOL) Buuut... 4 months is long enough for thisskill to be completely broken. It's time to address the issue SOE/Development. Combat medics need a "semi-permanent health reduction WOT"
regards,
First problem here is that you're lumping jedi into a bag like everyone likes to do. There are actually five different professions in jedi and only one can heal wounds. And not many choose it.
Second problem is that the skill isn't completely broken. Did you read NONE of the previous responses and have you paid ABSOLUTELY NO attention to someone's ham when you infect them? It actually works pretty decently. When combined with all the CM debuffs and a good bleed, you can effectively reduce someone's health at a rate of about 600-700 a tick. And that's not counting the damage you're doing with your weapon at the time while that ticks off.
Stop trying to be UBER and realize that you have to use skills and tactics in this game now to actually succeed. Not sit back and hit a button and say I WIN.
CourtJester73 wrote:
Second problem is that the skill isn't completely broken. Did you read NONE of the previous responses and have you paid ABSOLUTELY NO attention to someone's ham when you infect them? It actually works pretty decently.
sorry did ya just say infect works good?
ok let's go over what infect currently says it does
it says it reduces a single target's max heatlh
what it does
it reduces the current targets max health from 100 to 150, going from 0 reduction on up for a duration to get to the max of about 2 min's... aka -3 max health every like 6 sec's... then stays at reduced health for a min before spending 2 min's going in reverse....
is this effective in any way?
i don't know... it's not worth the mind cost to apply so i vote no... any other questions?