Combat Medic Archive
Thread: BUFF//NERF CM
Message Edited by Mannmoroth on 05-11-2004 02:47 PM
SolSpur wrote:
Just ask the devs for a 75% damage increase and then give us the 75% pvp penelty
if you do the math, (which is wrong in original post to do 1200 you need +300 not +400 by formula 300 X (1 + 300/100)= 1200) he's actually asking for 50% increas then 75% decrease esentially a 50% decrease
that might be enough.
I have a CM and run a cm vendor on Wanderhome but really strongly think we need a PVP reduction cause there is no point in PVPing anymore if you arnt a CM or a Doc. People say just bring a doc but we all know that doesnt work cause i can keep the doc busy curing himself while all his groupmates are taking massive mind damage.
Another option would be to just make Mind disease/poisons just not work for PVP that would be a good shortterm fix IMHO cause then they just have to keep a close eye on there HA to heal or get healed but even that after a stacked area/single on health is 1156 damage each 10 sec so a huge incentive to bring along a doc still or a cm with area stims.
SolSpur wrote:Just ask the devs for a 75% damage increase and then give us the 75% pvp penelty
This wouldn't come out the way you're thinking. We would only do 43.75% of the damage we do now. I think what you meant was a 300% increase in PVE (so 4 times our current damage) and then a 75% reduction of that for PVP.
300 dmg to a player is still high.
Does anyone know what affect the poison mitigation spice will have? 50% reduction? 75% reduction? Curious.
Considering weapons and armor into the PvP equation... standard dmg range is usually below 100 after 75% PvP reduction and armor blocking. To keep it an even playing field CM needs to be within this range.
If the new spice reduced poison dmg by 75% then 300 normal dmg might be within reason.
We will have to see what the combat balance brings. All I know is that now a Master CM/Rifle can take down a group of 10 elites and we all know it needs the nerf bat... it's just a matter of how far.
Also I agree that in PvE Combat Medic should have full dmg output of poisons and disease.
Tenfo wrote:300 dmg to a player is still high.
Does anyone know what affect the poison mitigation spice will have? 50% reduction? 75% reduction? Curious.
Considering weapons and armor into the PvP equation... standard dmg range is usually below 100 after 75% PvP reduction and armor blocking. To keep it an even playing field CM needs to be within this range.
If the new spice reduced poison dmg by 75% then 300 normal dmg might be within reason.
We will have to see what the combat balance brings. All I know is that now a Master CM/Rifle can take down a group of 10 elites and we all know it needs the nerf bat... it's just a matter of how far.
Also I agree that in PvE Combat Medic should have full dmg output of poisons and disease.
Don't forget that poison damage occurs only every 10 seconds. The 100 damage you mentioned for other professions is per hit. For a master, that means 100 per second in most cases. That's much higher than what our poisons do. I agree that CM/Rifleman is far too deadly. But I blame the current HAM system for that more than anything else. As has been said here many time, no-one would even lift an eyebrow if CMs only used health poisons. It takes very little playing time to figure out that every template has the same weakness, the mind pool. With the exceptions of the flame DOT and pets, every nerf cry I can remember was about a profession that could/can target mind. The devs realize this, and I'm sure it's one of the biggest reasons for the combat revamp.
Message Edited by Obata on 05-12-2004 05:11 PM