Combat Medic Archive
Thread: CMs need 75% reduction but need compensated.
I know you posted in Rhen's thread on damage reduction, but did you read it?
The 75% reduction has nothing to do about being fair....If things are to be treated as being fair, we won't get it.
Professions should not get reductions because everybody elsegets them. They should get reductions only if they need the reductions...which CMs don't...as evidenced by Rhen's experiments.
If DoT damage is reduced to a point where a buffed character regenerates it faster than the DoT damages...that would be UNFAIR.
You pickin up what I'm puttin down?
I agree. The 75% reduction would be basically the same as a 100% reduction. I would be okay with the 75% reduction IF, and ONLY IF, Docs LOSE THE ABILITY TO BUFF SUB STATS.
Without an equivalent change to DOC, we would be good for nothing other than cannon fodder. This same argument goes for area heals. CMs are AMAZING damage healers, but with buffs, they are NOT NEEDED as healers.
No 75% damage reduction is not needed. There are two things that are needed to balance combat medic.
1. Resistances that actually work. Give every player a base chance of resistance that can be offset with the potency of the poison and disease. In my expirement I had the target resist my A poison three times. The B was never resisted and neither was the C. There needs to be a base chance of resist, and then doctors or Cms, I don't care which need the ability to buff that resistance for a period of time.
So if a poison or disease has a 94 potency, lets say that you have a 1 in three (33%) chance of resisting it. If you get buffed up, maybe you should have a 6 in 10 chance or (60%) chance of resisting it. If I expirement up potency then your chance to resist it is going to go down. That is what needs to happen first.
2. One of two things need to be changed with mind damage. Either make it healable, or take out the incap from damage done to the mind pool. I personally think they should make both action damage and mind damage both unable to incap. Short of that, then they should make mind healable and not with some stupid skill that kills the person that healed worse than the person that needed the heal.
In my opinion these are the two things that Combat medic need to balance us better. 75% reduction is not needed because it already effects us.
okay , I see your points. I'm just afraid if the Devs feel they can't give us the 75% reduction, they will be forced to do worse to us in other areas. I feel you are all right, if we do get the reduction, simple math shows that buffed (not well buffed at that) players will regenerate at a near equal rate as the damage. I'm just getting sick of the winers and nerf cry-babies out there.
Well, what do you all feel about them giving us the ability to inflict "states" on players ? Kind of like a Ranger adding "states" to creatures. Since Doctors can cure states we should be able to inflict them. Hampering an enemies abilities to fight is an exellent ability for a support class like the CM. This would be very easy for the Devs to add to the CM sinse the Ranger already has the scripting (or whatever you call it) for it all to happen. Or am I too far off base and it's just another silly idea?
Skydiver01 wrote: Well, what do you all feel about them giving us the ability to inflict "states" on players ? Kind of like a Ranger adding "states" to creatures. Since Doctors can cure states we should be able to inflict them. Hampering an enemies abilities to fight is an exellent ability for a support class like the CM. This would be very easy for the Devs to add to the CM sinse the Ranger already has the scripting (or whatever you call it) for it all to happen. Or am I too far off base and it's just another silly idea?
The idea to let CMs add states is nothing new. It's been suggested many times. One thought about state attacks is how exactly would they be resisted. Would they take CM potency into account or would they use normal defenses? If based on CM potency then the effect would land almost every single time. If the regular state defenses were used then our potency wouldn't matter. I bet there is something like this in the works but they can't figure out how to code that part of it. Can you imagine a CM tossing an AE Dizzy pack then the rest of his group spam posture changes?
BallsBisnac wrote:
Here is what needs to be reduced...CM range. How in the world can anyone throw something over 64 meters. Being a CM automatically gives you an arm like Michael Vick. First of all... the things you throw are not as aerodynamic as a football and the shear motion of the throw indicates the items should travel no further than 30 meters tops. Also, being able to poison and disease through walls needs to be removed. You can keep your power and everything else. Just reduce range and ability to do poison and disease through wallsand the profession will be balanced.
This is a discussion on power not range or AE. Please stick to the topic and quit trolling....
BallsBisnac wrote:
Isaid you can keep your power...most people arent as concerned about that. If you are upset that i hit the nail on the head and want to call me a troller for that, that is your prerogative. Truth hurts dont it.
To come in here though and bring range and LOS issues into this topic is taking the topic off point and that my friend is exactly what trolling is and what the terms of service says you should not do.
He isnt calling you a troller cause you 'hit the nail on the head'. he's calling you a troller because you are talking off topic, and not adding anything constructive to the discussion.
And to address your issue, the devs specifically limited our range to 48m experimented (96m at MCM). This was intentional, and is not a bug. When we throw, we are 'rooted' for 4 seconds. I'd be fine with limiting our range to 64m, just like all the other weapons, IF the 4 second root is taken away.
To be honest, there is nothing more humbling that throwing a poison at someone from 84m away, and being incapped by /headshot3 /headshot3 /headshot3 before i ever start moving again, and then getting the ranged DB (/snipershot).
We arent invulnerable. It just takes half a brain and moderate reaction time to kill us.