Development Cycle Archive

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

Zarlor
Tue Jan 27, 2004 9:12 pm
#157

Plus the long range animation on poisons the lat time I checked (been a bit, though) would not show a throwing motuong, but an under-weapon launcher motion, like firing a modern grenade launcher.


OUtside of that, though, what are we really talking about here? It's not a rock, it's a weapons delivery system that for convenience we call a "grenade" and for convenience we call the method of starting the delivery process "throwing", but it isn't necessarilyt either of those things. IN fact I would suggest that calling the medium being delivered a "gas", "poison" or "disease" misleading as well, if it were truly those things it wouldn't know the difference between friend and foe, yet they do. That's one smart gas!


Instead think of this stuff as damage and wound dealing nano-bots. I think then it makes a lot more sense.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Bamboozle
Wed Jan 28, 2004 6:28 am
#158

The Combat medics are in serious need of rebalance, both in PvE and PvP. My suggestions:



  • Increase the damage of poisons in PvE.

  • Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.

  • Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?

  • Reduce the time poisons last in PvP.

  • Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.


~Shai

Master Combat Medic, Chimaera



The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

obijkenob1
Wed Jan 28, 2004 7:19 am
#159

Only one person liked my idea?
Travixius
Wed Jan 28, 2004 3:33 pm
#160

DarthCedric


The CH had the biggest nerf bro, I dont even want to hear it



....An Idea is infectious, so everyone is going to have one....
RhenGordon
Wed Jan 28, 2004 7:59 pm
#161






Bamboozle wrote:

The Combat medics are in serious need of rebalance, both in PvE and PvP. My suggestions:



  • Increase the damage of poisons in PvE.

  • Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.

  • Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?

  • Reduce the time poisons last in PvP.

  • Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.


~Shai

Master Combat Medic, Chimaera




I have to take issue with the notion of Disease being a greifing tool. Maybe that is how people see it, but the fact is the point of Disease is to take the opponent out of the battle. If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too.



>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Raptor2k1
Wed Jan 28, 2004 8:09 pm
#162

"If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too."


You know, we've actually discussed significantly reducing the wounds it does before.




Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Bamboozle
Thu Jan 29, 2004 6:56 am
#163






RhenGordon wrote:






Bamboozle wrote:

The Combat medics are in serious need of rebalance, both in PvE and PvP. My suggestions:



  • Increase the damage of poisons in PvE.

  • Fix the poison + disease incap, or even better, remove disease from PvP all together. Disease serves mostly as a griefing tool anyway, and is IMO the main reason people hate CMs so much.

  • Give CMs some other way of finishing off a target. Perhaps a low damage weapon (50-100) with fairly good accuracy and the ability to target all three HAM pools?

  • Reduce the time poisons last in PvP.

  • Heal mind, as already stated, needs a boost. I'd suggest cutting the damage the CM takes from using it in half.


~Shai

Master Combat Medic, Chimaera




I have to take issue with the notion of Disease being a greifing tool. Maybe that is how people see it, but the fact is the point of Disease is to take the opponent out of the battle. If that is greifing then so be it, you would have to also remove the wound component from the fire of Commandos then too.






Disease does serve a strategic purpose. However, as you said, that is not how people see it. It is comparable to the commando's flame DoT, but we're not discussing commandos here.


Maybe just toning down the effects of disease is the answer. As it is now, it just ***edit***es people off.



The Kitten's Diary, Day 781: I have discovered a most delightful way of making life miserable for my captors. Yesterday, I ate the woman's precious begonia, and today I have dismembered the amaryllis in the bedroom window. She is furious over the loss of her darling house plants! I find it highly gratifying.

Shai - Lieutenant Colonel of the Imperial army, FK division
Resource Vendor in the BlueDog Mini-Mall, Haven Island, Corellia -2010 -4670

Khragon
Thu Jan 29, 2004 7:38 am
#164

I have been a CM since release on Chilastra, was third on my server to reach Master and I still am a CM. At first I wanted to be one because of the healing purposes. I was torn between Doctor and CM...chose CM. CM's the first month + were broken bad. Our ranged packs didnt work. AOE packs didnt work, anything we made sucked cause the resources hadnt spawned, etc. The first 4 months of the game our Ranged E's schematic was broken, and our Adv Res compounds didnt even load, meaning the first 6 months of the game we couldnt even make great poison and ranged heals. Only until not long ago did this stuff get fixed and the needed resources pop on my server.


Since the fixes the cries for nerfs got worse because the power of poison got better as advanced components were fixed and better resources spawned. Most CM's since release didnt become CM's for the poison aspect(it was broken in Beta too so no one knew how good poison was back then)but for the healing aspect. When people started to see the power poison and disease did, more people became CM's just for that. One of the most asked questions I see for CM's is "whats 2 lines in CM will give me good poisons to use?", never is it "What 2 lines in CM gives the best healing?".


However, a CM must be compared to a Doctor because we are the 2 healing professions. Skills, abilities, points usage, etc must be reviewed. Doctors since day 1 have outnumbered CM's. I was the 3rd CM on my server to reach Master, but there were many Master Doctors prior to that. Doctors are very powerful in comparison to CM's when you look at the healing aspects only. Buffs, cures, better heals, better wound packs, revive, etc. All CM's get healing wise are weaker wound packs, ranged heals and AOE heals. Id take a buffer/rezzer any day of the weak over a ranged healer. So, CM's need something more to bring us closer to Doctors, afterall we do use 28 more points then a doctor to reach master. So Devs gave us Mind healing....joke. Wounding myself to heal others isnt a long term viable solution, but hopefully the combat changes will change this.


So what is a combat medic? We went from what was IMO supposed to be primarily a healing ranged profession to a poison bombing anti-healing profession. I group with many CM's and when people are incapped, CM's dont heal them....they expect doctors to do it. CM's want to be offensive rather then play healers in large raids, myself included. Whatever devs do to CM's they need to make sure that our combined healing and offensive abilities combined are slightly better then Doctor abilities, we use more points to be master, IMO thats only fair. Plus, what can CM's do that compares to doctor buffs and rezzing which are 2 of the most important and powerful skills used on any raid.


Travixius
Thu Jan 29, 2004 8:30 am
#165

I don't think it is fair to have it both ways. If you guys want to keep your poison and disease power, you shouldn't have better healing then a doc. You guys all ready have a area heal which we do not. I read in an earlier post that one CM was saying that it should be CM and not doc to rez. Like I said you can't have it both ways, that would only make you even more powerful then what you are now.


But if the dev's want to get more people in PvP I think they do need to address this. Even if it is not a nerf they need to balance out who can heal you posions and diseases. But as it stands now, I know that a number of players I know won't even bother with PvP do to the whole CM profession. It just really is a raid killer.





....An Idea is infectious, so everyone is going to have one....
realsebulous
Thu Jan 29, 2004 10:05 am
#166

DON'T NERF ALL POISON AND DISEASE. ITS AREA POISONS AND DISEASES THAT "OWN" LARGE GROUPS. I SHOULD DEAL 500 POISON / 200 DISEASE IF I APPLY IT TO ONE PERSON AND NOT TWENTY.



Sorry for caps / colors. had to show what the problem was with CM


Travixius
Thu Jan 29, 2004 3:10 pm
#167

Happymob

But doctors also dont get any offensive abilities that CM's do...hence the extra 26 points. Not really getting into a debate, I was just replying to whoever said CM's should do rez's instead of doctor and heals. And doctors do get an extra bonus to healing. Otherwise what does medicine use go for?



....An Idea is infectious, so everyone is going to have one....
RhenGordon
Thu Jan 29, 2004 3:42 pm
#168






Travixius wrote:

Happymob

But doctors also dont get any offensive abilities that CM's do...hence the extra 26 points. Not really getting into a debate, I was just replying to whoever said CM's should do rez's instead of doctor and heals. And doctors do get an extra bonus to healing. Otherwise what does medicine use go for?





Medicine use goes to make sure that you have the skill you need to use a certain woundpack, buffpack or stimpack.


Combat Medics have one as well, we have Combat Medicine use that goes to making sure that we are sufficient level to use our poisons, diseases and heals.


Combat Medic also has an additional skill in effectiveness that I am not sure that doctor's have.I am a master doctor but I spend so little time reading my skills over there that I am not sure there is an effectiveness rating for healing.





>~~~~~~~ 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!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DilowBee
Fri Jan 30, 2004 1:02 am
#169

Yes lets nerf CM poisons/diseases 75 percent. Then lower skill point cost 75 percent, and raise defence 75 percent (COMBAT medic right, wouldnt a combat healer be trained in avoiding attacks. Probability high so yes).


What am i going to go CM for just mind heal and ranged stims?


lol reduce CM 75 in PvP, expect to see a 75 percent reduction in active accounts.





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