Combat Medic Archive

Thread: Replace diseases with...

jfang
Thu May 06, 2004 9:21 pm
#1

Diseases of secondary stats wa originally intended to force an attacker to slow down and reduce his or her offensive potential (by seriously reducing secondaries. However, with the advent of 2200+ buffs, they are now near worthless. (Worthless in PvP because you can not disease beyond the base stat, and there is no practical difference between 2201 and 2600 strength. Worthless in PvE because mobs only have 50 points of secondaries, and don't regenerate to begin with.)

In order to fix them, devs idealy would change it so you can disease into the buffs range, although I believe they changed it so it wouldn't to prevent a different bug. So assuming they can't do that, here is an idea to replace diseases with.

Why don't they remove the secondary diseases (and possibily the primary ones), and add some kind of armor vulnerability attack. For example, I can imagine throwing a "potion of heat weakness" at an enemy, and that enemy is suddenly more vulnerable to heat damage. (There could be one for each damage type, which is approximately the same number of diseases we have right now.)

The exact implementation would need to be discussed. The effect could vary from the drastic "target is now vulnerable to this damage type" to a flat reduction in resistance (such as 20%), or a decaying effect (lose 1% of resistance every 10 seconds). It could last for either a set time, or until cured by a doctor, or some until the person is doused in water, or maybe until the person spend 20 seconds outside of combat without any armor on (to wash off the chemical agent).

This ability would make non-poison attacks viable and important again (beyond the simple 3 incap bug), and provide a non-griefing way for combat medics to affect combat. It also has the effect of doing what diseases currently don't do, that is force a person to withdraw from combat to recover from the attack. It would also provide a nice way to work around the 80% armor that everybody seems to be wearing now, and the heavy armor 90% resist NPCs without simply increasing the damage that we (or other classes) do.
Bajonett
Thu May 06, 2004 9:48 pm
#2

Diseases to match the Buffs is Turning the Arming race up. Id rather have the buffs reduced.


Try throwing your Buff-oriented Disease at someone unbuffed and you screw every unbuffed


ones game...And contrary to belief, not all let themself buff constantly. You are right, buffs are


out of control, id say Buff cap at 500 and ok. So they are a Help, not Mandatory.


Today, there are so many places you cant even sneak in unbuffed...


And what about buffs Triping or Quadrupling a stat. no other game has this.


The Heat Resist modifiers idea is better...


/Pray for Combat Balance...






-----Avallyn Moonrider of the Dragon Pearls - Proud Imperial Roleplayer-----
One can be blinded by light, as blinded by darkness.
"My importance is rated with that of a mere shadow, Sir." - "So...Nothing huh? (laugh)"
(slight smile) "Without it, sun hits unprotected....."

"Entertainers cant self buff, cause we want social interaction and Interdependence"-SOE /poke Buffbot-"Interact with me !!!"
Ciirybeccaskyr
Thu May 06, 2004 10:12 pm
#3

With the waythey have made High LVL content now there is no way they can reduce buffs much.


450k Dragons


and all the crazy resistand ham droids on the Vette. With the limit of 10 players with 500pnt buffs there would be no way to do it.



The truth remains that CM will see no dev love because it is so Hidiously overpowered atm for PVP (i have a CM and run a vendor selling singles that can destroy a players MAX mind (1100+2*430 brandy+1100 buff+500 muon) in under a min without even stacking a disease or a second and third poisons.





SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Bajonett
Thu May 06, 2004 10:21 pm
#4


With Lower Buffs, they didnt have to do that HI-Level content.. you know?


If they dont do Content, that you 4K-Buffed guys have problems doing,

they flame around that the game is lame. More back to normal power

Levels !!!

Message Edited by Bajonett on 05-06-2004 10:24 PM



-----Avallyn Moonrider of the Dragon Pearls - Proud Imperial Roleplayer-----
One can be blinded by light, as blinded by darkness.
"My importance is rated with that of a mere shadow, Sir." - "So...Nothing huh? (laugh)"
(slight smile) "Without it, sun hits unprotected....."

"Entertainers cant self buff, cause we want social interaction and Interdependence"-SOE /poke Buffbot-"Interact with me !!!"
Ciirybeccaskyr
Thu May 06, 2004 10:37 pm
#5

Your corect and IMHO they should have done that right away and reduce buffs by half. However they chose to give high end creatures insane amnt of HAM (Anciant Krayts have 72 mil. effective HAM [450k*2*2*2/.05]) and if they do change it back to the other way they will have to rework every MOB all over again.


The only place this doesnt hold true is with tamable creatures that where, in the devs zest to nerf CH, where across the board reduced in effective HAM significantly making leavling way to easy. (remember quenchers/voritors with medium armor and high resits and al lother creatures blanced in that manor)




SoroSuub Industries
Located just 830m south of Coronet at -237-5557
12point -- Armors, Sliced Weapons, Foods, Buff Packs, Top quality Tailoring and Resoruces
Valec
Thu May 06, 2004 11:09 pm
#6

http://www.imagedump.com/pics/60493.jpg


nerf the CM's!



Valec Dane

PAX IMPERIUS

selaton
Fri May 07, 2004 5:02 am
#7

as a cm i would be more than happy with this, get rid of disease, but let us poison secondaries, so now that disease is completely out the window, debuffs...why not? Doctors have buffs, and they can heal our poison/disease so they are anti cm's, so why can't we be anti docs? Whether it would be area or not could be in doubt but make it like it is now but a twist, health/constitution/str debuff, and aaction/stam/quick debuff
jd2134
Fri May 07, 2004 12:24 pm
#8

as i cm i would be happy if they replaced the secondary or disease in generaly with other medicain that cause area dizzy or just slowed the target down, posions that blinded the critter or players. there a lot of thing that can replace disease and make it more effect but the problem remains is there no way to heal the mind really like with health and action pools. i believe one dev even said that they never really meant for the mind pool to play such a part in combat. as much as i hate to say it we just need to wait and see if the combat rebalance will be another boom or bust and with how thing have been going bust lately i think it may just be the later


nagyt


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