Combat Medic Archive
Thread: KD timer incoming....
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=383515
Lol with a 30 sec timer on KD?! lol im gonna be able to run run run run away...
30 secs = roughly 3-4 dot ticks...thats 1000-2000 mind damage depending on if its an AOE or Single line...lol even better thats 1000-2000 action damage...no regardless of timer u cant spam action costingmoves....unless those KD moves pretty much hit me for most my H or A....im gonna get away before u can kill me
sowhatwerepeople saying? spam KD was the way tokeep me from running away,so what wil keep us from running away now? lol Fire and forget Dotswill justget even easier to use...
oh i complete agree with the KD timer...
my concern is this...
when u get KD u cant special...so in essence the ability to use damage heavy specials is gone...
now if poisons are doing as much damage as specials even when KD..is this gonna be an issue? especially if KD timer lasts 30 secs and after being KD i can not only have the dot tick off but also inflict more damage with my special? Is this potential unfair to other combat classes? Some would say that since we get no special in our profession that we should be able to inflict special move damage even without having to have moves...fire and forget can be very very powerful...
but then again we also have non-Los to apply it...hmmm possibly overpowering?!
But definately a huge welcomed addition to pvp if it goes through...i have been begging for KD timer since release....
Um could you please clarify what you mean, i'm having alot of trouble understanding what you meant. Also, I can't tell if you understand what the KD timer actually is or not.
KD timer means from what the deves said...30secs between using the KD move...
now that doesnt mean multiple people cannot spam KD on u...but thats besides the point...
current when u get KDed, there is a delay on the ability to do anything besides move and autoattack...hence no heals, no special no dots...now currently if u spam KD the delay will add up in effect preventing the opponent from doing anything...(hence people posting about not being able to do anything not even sit after being KD spammed)...
2 issues now...
1) while u are KD u cant special...yet a dot will tick off if its been applied pre KD...so even being KDed, CM will be able to dish out special move level damage because the current damage a poison does, is about in line with the specials of upper level elite combat moves like, stopping shot,eyeshot... so if KDed, a BH or a pistoleer cannot special and thus dish out special move level damage while KDed, a CM can because of the fire and forget nature of the dot...
2) SInce KD cant be spammed even if you get KDed, you wont be perma stuned...which means that after a few secs after the KD delay on special moves has expired, in addition to dot damage you will be ableto special on top of the damage from the poison...
in actuality, the current pvp system already has this imbalance present, however it is compenstated byu the ability to spam enough KDs to perm stun for over 60s but with a KD timer, I think that this imbalance willbecome even more evident...
right now KD is about the only way to kill a CM outside of eyeshot...it stops them from running it stops them from healing...it stops them from Doting...KD timers will allow all this to be easier...
now im not saying fix/nerf this..im just wondering how a KD timer willeffect our pvp abilites...either for the good or bad...
Well, for one the timer is going to be target specific, so you cannot be spammed by multiple people.
Allmarksman weaponscan do a DoT that will affect the target ... if they use it. It's not AoE, i'll give that point.
Thanks for making it a bit easier to understand.
I won't say this is perfect, but one rarer class having a bit of an advantage over several not so rare classes isn't neccessarily a bad idea. There's at least what 4 or5classes with KD, and only one wiht DoT poison. This is alot better of a balance than what the current situation is. We'll have to see how this plays out, though i would like to point out again that alot of classes have a dot and if they land it first they'll have the same effect as what you have pointed out for us.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=383515
Lol now medics will be even harder to kill in combat...
lol only way to kill a medic was to spam KD so he couldnt heal...guess thats gone...
last time i check post patch bleeds were no more than 100-250...compared to a400-500 poison?! granted they can be stacked for more damage so it remains to see if they match up....
i think they will have to seriously test things out...
but yes KD is a multiclass problem...
hmm hard to tell if that will be a attacker or a defender based timer by the looks of it..hope its defender based...
i also fear that without KD/posture change that it will be close to impossible for people to prevent medics from healing themselves...that means mind damage will become even more important and thus the classes that can dish it out will become more powerful....
seriously without spammed KD there is no way to kill a medic unless u run im out of mind or attack him mind damage...
The word from the designer is:
If you knock someone down, they cannot be knocked down for 30 seconds. This timer only starts if they are successfully knocked down.
All knockdown attacks can still be used, and a message will explain that the target resisted the knockdown.
This is the same for posture changes.
The timer is associated with the target so 2 people cannot knockdown someone twice in a row.
-Raph Koster,
Creative Director
Here's the definitive answer on this issue
nice....
well medics will definately be unkillable now...unless u hit the mind pool...hence now u have narrowed the field of viable pvp classes from the current 5-6, CH Bh pistoleer CH rifleman carbineer andCM to 3 maybe 4 BH CM rifleman and possibly CH...
anyone that does mind damage at will is going to be much stronger....
i also fear that without KD/posture change that it will be close to impossible for people to prevent medics from healing themselves...that means mind damage will become even more important and thus the classes that can dish it out will become more powerful....
seriously without spammed KD there is no way to kill a medic unless u run im out of mind or attack him mind damage...
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I agree, medics will be able to heal easier, but why should we be penalized for well placed points. Perhaps they should raise stimpack b's so that you need a higher med use to use them. Maybe they need to make mastering a profession more attractive so that people won't dabble so much. I know very few characters without novice medic, and they're all crafters.
This just means tatics will be more useful than zerging and I think this will make for more fun pvp.
Also , if you're doing enough damage to force a medic to continually heal himself, he's not going to be attacking you, just healing. So what if he runs away you still win.
You also appear to be looking at this in 1 vs 1.
The dev's have made many statements contrary to this idea.
Such things like rifleman not having knockdown , but if they're grouped with someone who has it, they get the advantage of it.
If you're grouped with a rifleman / Bh/ CM then you get to have mind damage also.
No PvP duel needs more than 1 KD to resolve.
15 seconds? That's 15 stopping shots, 15 last ditches, 15 anyshot with any weapon master with +90 speed (easily achievable for even a carbineer with just 2 skill enhancers). 15 x 2k = 30k damage with a mediocre weapon, i don't need eventhat to kill player.
KD is still going to be powerful in PvP. All this does is stop KD spam when soloing monsters.