Development Cycle Archive

Thread: IC 1-4: Combat Roles; Combat Medic

Sahnd
Sat Jan 24, 2004 12:15 pm
#118

Yeah, I did make a few mistakes in my post. However, this is how I see the basic role of the Combat Medic, and this is what was asked for. About the bleeding, totally drew a blank on that. I don't play a medic because I find it more challenging to fight without healing.

So far as the difference between your views and mine, I think the biggest is PVP. You are talking in a strictly PVP sense, whereas I am outlining a class useful for both PVP and PVE. NPCs and MOBs will still have poison and disease attacks, and therefore these skills are still needed.

Also, my ideas were not the extent of the class. I layed out a basic template. I believe in the state buff system for Combat Medics, as opposed to the stat buff system of Doctors. It would make it useful to have both around. I was hoping to get my ideas out and have the people that actually design it say "Hey, I like that idea. We could also throw in a drug that does blah, and a steroid for blahblah."

So far as anti-coagulant, you're right. Good nab. ;-)

Also, my post definitely was meant to be a redesign from the ground up and not a how CM is now. Again, I see that as the purpose of this forum and this thread. Concepts are what we need.

Short range: I left in intentionally vague for the real developers to define numerically later. I don't think healing from 64m should be the norm. I see that as long range. Something shorter, but what that will be, I am not to decide.

Shaman buffs. Never played EQ, but I have studied Biochemistry. I'm talking performance enhancing drugs, not hit point buffs.

Combat medics already have ranged healing, yes, but it is a characteristic unique to the profession. Something no one else can have... unique.

Battle Negotiation is a neat thing that isn't too hard to implement and allows you to move throughout a large battle because you can heal at range, but only at limited range.

Thanks for the positive note on the performance enhancers. I would like to see these be the trademark of the CM rather than the poisons and diseases now. I have less creativity than a team of 100 CMs. I would like to see this idea taken further and ask for help in further defining types and uses for these. So far as overdosing, I see these drugs as extremely powerful, and it would be neat (and realistic) to have side effects from abusing these.

GCW: A specific role in the GCW is a role no one else can play, and not regarding PVP conflict. CMs will be highly desired in PVP conflict under this design as well.

Again, I am trying to outline a class that is made for both PVE and PVP. Many PVE battles can take a long time and would see the fruition of the CMs strength.

If we do not get rid of poisons and diseases, so be it. I think replacing them with state buffs would make for a friendlier game, as they aren't directly offensive in nature, although still powerful if not moreso, and won't incite the "cheap tactic!" or "overpowered" comments.

So come on and help me iron this idea out. I'd love to have input from people who play the class to tweak this design into something acceptable.
Ehecu
Sat Jan 24, 2004 1:56 pm
#119



Badbrew wrote:
The people that cry nerf offer no alternative. They know the CM will becomes useless. Is poison too powerful? Maybe. But thats more proof the entire class needs a revamp. The very fact that a PvP oversight makes poisons our only effective weapon demonstrates how useless and poorly thought out the class is.
To all of you shouting nerf. If you cannot answer and tell me what the use of the class will be after, shut up, because you arent helping, your whining.
The CM needs to be VASTLY improved. I want str poison to force you to a crawl. As present the penalities for attributes are crap. There are no penalities worth a **edit**.
The Medic sucks at healing, sucks at defending itself and sucks at pvp and pve. Those who cry nerf dont even dispute this with a logical argument anymore. Cause they know im right. We SUCK. If a pvp bug is the only thing that makes us even dangerous, perhaps it is time to admit the class needs repair, eh?
What was SOE's idea in making this class? Healing genades? Puny poisons? Are we a healer or killer? I dont even care anymore what the answer is. I just want the Devs to make up their mind so I can either move on or not. If we arent healers primarily fine, then stop making us a half assed combat class, and give us real power.If we are healers then drop the class altogether, refund points and give what few abilities we have to doctors who prolly want them more.
There should not be TWO healing classes with dupicate abilities or close. I dont want cure poison cause it makes doctors even more of a wasted class and the distinct vision of the class gets blurred. Leave poison at full damage or make our class combat viable.
There is so much we could do.
Throw acids that eat at armor.
Make Dizzy, KD and Stun Stims.
Have str, focus, and stamina poisons really do something other than annoy people.
Have blind do what it does in EQ. (screen goes black...not just an CM thing)
So much is possible here.
Why are CM's relegated to one weapon?





Brilliant.

Furthermore, by taking a CMs poisons/diseases, we have ranged stims, and that's it. Compare that to doctor. Buffs are insane. The one and ONLY reason people don't want to nerf doctor is because their buffs help you. Same situation with CM, except we don't help you. I think you're all viewing this too much from your perspective, as compared to a general perspective.

Like the above poster said, you KNOW we would be COMPLETELY useless after a nerf. Nobody with full buffs and comp armor needs our healing, much less ranged healing. As is, even with 75% PvP reduction, 700 damage shots are still flyin' around, and combat ends seconds after it starts, especially with the infamous unhitable mod stacker, eliminating the whole idea of "Oh, you should run around the battle healing people." idea. They're dead by the time we reach them, and yet again, the only possible savior is the doctor. Nobody needs healing because of buffs. A single doctor ability would wipe out all purpose of our profession after the removal of poisons/diseases.



Ehecu
Rebel Alliance
Warrant Officer Second Class


"Yes I know my enemies, they're the teachers who taught me to fight me."
FlyingElmo
Sat Jan 24, 2004 3:50 pm
#120

Combat Medic is a SUPPORTING ROLE. Combat medics should never be able to take down an elite combat class, and NEVER be able to take down player after player with mind disease/poison and running like they do now. Its rediculous and this class's offensive capabilities needs to be looked at more than another other class.
Zarlor
Sat Jan 24, 2004 4:22 pm
#121






Grozurr wrote:


Th Zarlor, you know when we will be able to see this on the CM/Doc forums?





I'm not sure what you mean. We've been talking about these very things quite a bit on the CM forum already. I think I just get lost in the din everytime I try to bring it up, though. I thjink folks would rather complain about CMs than recognize the fact that what they are complaining about won;t have any relavence int he very near future anyway.


To reiterate for other folks...



  • Mind Damage will likely be no different than any other form of damage and BE HEALABLE after the combat revamp.

  • The current DoT range issue is a known bug. 64m is supposed to be the limit.

Harping on issues revolving around these two things that are the perceived areas of primary "imbalance" for CMs is, frankly, fruitless.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Xytroncore
Sat Jan 24, 2004 5:10 pm
#122






JediJabroni wrote:

Sincerely... I do not think that Combat Medics should have any offensive capabilities in combat. The idea of poisoning or worse... diseasing someone in combat is horrible and only appeals to power gamers. Being able to heal someone at a range is nice enough without needing to give them offensive attacks on top of it.


If a CM wants to be effective in combat that badly, make them take up a weapon prof.


Do they have ranged pet stims? If not, they should.






Wow....yet another person who thinks 169 skill points for stims is a good thing, do you guys all grow off the same stupid tree or something?



_________________________________________________________
Manimal : Gunslinger
RhenGordon
Sat Jan 24, 2004 5:46 pm
#123


FlyingElmo wrote:
Combat Medic is a SUPPORTING ROLE. Combat medics should never be able to take down an elite combat class, and NEVER be able to take down player after player with mind disease/poison and running like they do now. Its rediculous and this class's offensive capabilities needs to be looked at more than another other class.




You are correct, we are a SUPPORTING class. We cannot KILL anything with our poisons and diseases and even if we could they work so slowly right now compared to offensive professions that we are not at all effective in One on one unless it is in hit and run attacks.

However, you put a combat medic in a group of five or 6 meat shields, when our role as support really comes to the top of the fray. We weaken the group up, and then let our meat shields do the rest.

SO you see, we are support. Now we also have one on one tactics that when used effectively can allow us to kill another character but guess what. IT TAKES ANOTHER COMBAT PROFESSION ALONG WITH IT TO DO IT!!

That's right grasshopper. If you take the 169 points needed for combat medic we can actually fire a weapon at novice skill level. Pretty hard to hit and do damage at the novice skill level unless you take a combat skill along with it. Sorry but that is how it works. So we can poison you and then kill you with the weapons. OH and another thing grasshopper, there is no limit on who can be a combat medic, so you can be one too if you think they are really so overpowered.



>~~~~~~~ Rhen Gordon Master Combat Medic / Master Doctor ~~~~~~~
Ahazi Server
Selling Doctor and Combat Medic Medicines.
I am located on Naboo in the city of Lake Destiny not far from Keren.
Look me up on the planetary map, or look for Lakeside General on the map.
NOW ALSO ON CORELLIA NEAR CORONET, LOOK FOR ME ON THE MAP!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Badbrew
Sat Jan 24, 2004 6:03 pm
#124

We dont qualify as a supporting class. We cant support anything. And as for the idea of pet stims...That and about nine other abilities maybe we will be useful. Pet stims. Getout. I bet youd rush right out and get a new account to make a CM then. Sure is nice to heal other people's pets. What fun.







"For our fight is not against flesh and blood, but against principalities, against powers, against rulers of darkness of this world, and against spiritual wickedness in high places."

Nerve'Agent
Badbrew
Sat Jan 24, 2004 6:09 pm
#125

Combat Medic is a SUPPORTING ROLE. Combat medics should never be able to take down an elite combat class, and NEVER be able to take down player after player with mind disease/poison and running like they do now. Its rediculous and this class's offensive capabilities needs to be looked at more than another other class.



__________________



I suppose in his world, no combatant has ever died to chemical or biological weapons. They take out elite combat professionas all the time, tex. Chlorine Gas > Bruce Lee + Rambo combined.


Why dont you look into how they work then come back here and say combat medics shouldnt be able to take down anyone with biological weapons.



"For our fight is not against flesh and blood, but against principalities, against powers, against rulers of darkness of this world, and against spiritual wickedness in high places."

Nerve'Agent
Lawlor_1
Sat Jan 24, 2004 6:43 pm
#126

I've been a master CM for a while, and I guess I haven't been exploiting the profession as much as some of my compatriots. I agree with the guy that talked about the bullseye on his back in PvP and the relative ineffectiveness of the CM poisons and diseases using normal components. However, I agree that one master CM shouldn't be able to decimate a crowd of other players on their own.


I think a major problem is the lack of creativity in the CM profession.


1. You are basically useless until you are a master, after which you've spent so many skill points that you aren't good for much else.

2. If you want to retrain in another profession (for holocrons),you basically have to give up the CM skillsor everything else in order tomaster something new, which is kind of a pain.

3. The support thing is fine, but with fewer people grouping for anything outside of a dancing group, there isn't too much call for a CM that is walking around on their own.

4. The healmind thing is a coolidea, but i find it to be useless because of the extensive mind/focus/willpower wounds it gives. Basically, after healing mind twice, you regen mind so slowly that you areuseless as a support medic in your group.


Basically, I guess the fix fortheextensive damage that we can inflict upon groups would require a decrease in our area damage potential, a cure area option, or a resistance pack option.


To balance this off, it would be niceto get some more interesting skills along the CM tree. This might include some sort of new weapon certification or other abilities that would makebeing a lower-level combat medic more worthwhile. Other ideas might include setting up static chemical defenses or some other uniqueability that would give us something else to do.


Anyway, thats about all I can think of. I really like the combat medic role, but we really don't get muchof a diversity of abilities for the skill points used. I probably wouldn't care about adamagereduction if there were a few more cool things that I could do as a CM, and it would probably prevent some people from dropping CM entirely when they are forced to drop CM skills for holocronquests.


Thanks


Synegy Law

Rebel Covert Alliance

Eclipse Server
Grozurr
Sat Jan 24, 2004 10:46 pm
#127






Zarlor wrote:





Grozurr wrote:


Th Zarlor, you know when we will be able to see this on the CM/Doc forums?





I'm not sure what you mean. We've been talking about these very things quite a bit on the CM forum already. I think I just get lost in the din everytime I try to bring it up, though. I thjink folks would rather complain about CMs than recognize the fact that what they are complaining about won;t have any relavence int he very near future anyway.


To reiterate for other folks...



  • Mind Damage will likely be no different than any other form of damage and BE HEALABLE after the combat revamp.

  • The current DoT range issue is a known bug. 64m is supposed to be the limit.



Yes, this is some of what i was refering to, but moreover i was wondering what the "solution" will look like and when we will be able to see (and possibly comment on ) a rough draft of the idea of what the ppl making the fix have in mind.

Xytroncore
Sat Jan 24, 2004 11:22 pm
#128






MisterSnuggles wrote:

Suggestion: CM get the ability to de-buff secondary stats

-add more of a death penatality for rezzing or clone- none healable stat reduction; more incentive to stay alive.

-remove allmind attacks

-give a short A.E stun attack.

-add a bit mor







Is that all only for combat medics?


1) Who cares about debuffing secondary stats? If a guy has 4500 health and 4500 action he's probably not going to care too much that he just lost 2000 consitution since he still has a ton of health...

2) more insentive to stay alive? lol okay, that has to be the stupidest thing I've ever heard...are we going to see people not fighting at all after that? The way the game is turning into "be a sniper or you're dead in PvP" I don't think that change would go over too well...

3) remove all mind attacks? So take away the riflemen and heavy swordsmen class entirely? kinda late for that now buddy...

4) AOE stun? Big deal...completely useless







_________________________________________________________
Manimal : Gunslinger
JediJabroni
Sun Jan 25, 2004 1:59 am
#129

Sincerely... I do not think that Combat Medics should have any offensive capabilities in combat. The idea of poisoning or worse... diseasing someone in combat is horrible and only appeals to power gamers. Being able to heal someone at a range is nice enough without needing to give them offensive attacks on top of it.


If a CM wants to be effective in combat that badly, make them take up a weapon prof.


Do they have ranged pet stims? If not, they should.
Zarlor
Sun Jan 25, 2004 6:46 am
#130






Grozurr wrote:



To reiterate for other folks...



  • Mind Damage will likely be no different than any other form of damage and BE HEALABLE after the combat revamp.

  • The current DoT range issue is a known bug. 64m is supposed to be the limit.



Yes, this is some of what i was refering to, but moreover i was wondering what the "solution" will look like and when we will be able to see (and possibly comment on ) a rough draft of the idea of what the ppl making the fix have in mind.







Oh, simple. For the range issue, that's just a bug fix, but for the mind damage issue we've already seen a part of what it will be. It looks like specials and abilities after the revamp will no longer cause damage, but will instead come off of either the main bar (kind of like wounds, but wounds that regen REALLY fast) or off of a secondary "manna bar" for each stat, if you will.


Now keep in mind that in Beta all stims use to heal all three bars at once, but that was exploitable by medics who, whenever they ran low on mind from healing, could just heal their own mind damage giving a form of unlimited healing loop. SO mind damage healing was pulled. Since that exploit will no longer be possible under the new system it is my personal feeling that there is no reason not to put it back in. So every stim would no longer heal HA damage, but heal full HAM damage.


While I do not know if that will be the case, and there certainly has been no official word or discussion on the matter, I will say that I have it on good authority that some form of easier mind damage healing (like stims are)will likely return to us, just not how it will be implemented. There's simply no reason not to implement it, however, and it seems to me that it's probably not a good idea to NOT give it back to Medic stims where it started in the first place (and still exists in the case of lootable Damage Stims).


Any "official" discussion about any of that stuff that might happen will probably have to be once we see exactly what the do with the Combat Revamp as stuff starts hitting Test Center.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
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