Development Cycle Archive

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

Zarlor
Wed Mar 03, 2004 5:07 pm
#300

I really wasn't trying to be sarcastic. Only to present that a method already exists to answer your concen. You didn't specify the specific conditions of your request were dealing with AoE DoTs, either.


The thing is the requests like this are constant and hammering on teh CM forum and, truthfully, this just isn't the thread for it. TH asks some pretty specific questions asking folks to list what they thing CMs SHOULD be in this game and instead there are plenty of posts asking for nerfs without looking at the whole picture and understanding the changes that are already coming.


For your issue, for example, a quick reading of the CM forum will reveal that Mind Damage will very, very likely be addressed after the Combat Revamp, therefore Mind is mostly likely no longer going to be THE determining factor in combat making all pools equal. AoE is acknowledged in many ways as an issue, most certainly so on teh Doctor forum where we have had that listed as an issue for a very long time now, long before others started to realize how much of an issue it could be. Some suggestions have been offered and the Devs have viewed at least one of them favorably (at least int he context of it being a Master Doc benefit, at least.)


But, if singular poisons, and especially singular diseases, are beng discussed then Doctors are a complete and totalcounter to any CM. Better than any composite armor would be against virtually any weapon out there because absolutely no damage will get through in that case. So it's a matter of tactics in such a situation, and getting that situation can be done if a PvP combat if viewed strategically and groups stay spread out enough to not get nailed by AoE effects. CMs tend to have very low defenses (if any at all) and are, in that respect, easy targets to take out. So tactics must play a role as well (hence the chess reference equating Docs to Rooks on a chess board.)


I say these things as someone who has and does play a complete medical professional as both a Doc and a CM and played both roles, since Beta. You get to know the strengths and weaknesses of these professions quite well. And you come to understand where the issues lie and why certain areas (such as CM Damage) is actually pretty well balanced (at leat in PvP) but that other areas of the system are what are out of balance (the unhealable mind pool and proper AoE counters.)


I would also remind folks that there are Resistance items available in the game and highly reccomend that folks use them if they suspect they will be facing a CM. Such things are exactly like a dodge skill since if you resist the DoT it won't take effect at all.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
SiliconSmiley
Thu Mar 04, 2004 2:01 pm
#301

I was under the impression that the reason for this thread was to poll player opinions in regards to the combat roles of the Combat Medic Class. At no point in the original post was it specified that only Master Combat Medics playing since launched would be allowed to post an opinion.


After enjoying some fun PvP last night, my entire group was again devistated by a single Combat Medic in fullcomposite armor lobbing and kiting.


While we wait for the combat to be rebalanced, I will switch my profession template to TKM/CM then dizzy/knockdown and mind poison everybody I can get my knucklers on. I apologize to you if you think that the combat medic should be the single most devistating profession for PvP. I happen to have another opinion. I see no justification within the Star Wars Universe or the Expanded Star Wars Universe for existence of a mind diseasing/poisoning Combat Medic.


I will make or read no further posts in this thread. I apologize for posting in your private thread.




Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Zarlor
Thu Mar 04, 2004 2:50 pm
#302






SiliconSmiley wrote:

I was under the impression that the reason for this thread was to poll player opinions in regards to the combat roles of the Combat Medic Class. At no point in the original post was it specified that only Master Combat Medics playing since launched would be allowed to post an opinion.






You are absolutely right that it doesn't say only even just CMs of any level could post here. I did not mean to suggest otherwise. All I am suggesting is that this thread does ask some very specific questions (of any player interested on commenting) about what CMs SHOULD be. And that the many generic nerf cries that have appeared in this thread simply do not actually respond to that request. Certainly not following the format of answering the specific questions asked.







After enjoying some fun PvP last night, my entire group was again devistated by a single Combat Medic in fullcomposite armor lobbing and kiting.


While we wait for the combat to be rebalanced, I will switch my profession template to TKM/CM then dizzy/knockdown and mind poison everybody I can get my knucklers on. I apologize to you if you think that the combat medic should be the single most devistating profession for PvP. I happen to have another opinion. I see no justification within the Star Wars Universe or the Expanded Star Wars Universe for existence of a mind diseasing/poisoning Combat Medic.


I will make or read no further posts in this thread. I apologize for posting in your private thread.





I'm sorry if you won't be reading this but just in case you decide to... Did I say that I thought CMs should be the single most devastating profession for PvP? Actually I concur with Vortexala's responses earlier in this thread. And I ahppen to agree that there are definitely issues with aspects of the CM profession. I'm sorry if you are taking my comments personally or are offended by them. That's not the intention. My intention was actually to provide some information about the situation. Information that you could even use to further understand what is being exploited (in the dictionary sense of that term, not the in the "bannable offense" sense) within the profession at this time so you might be able to see where the issues really lie.


Let me put it another way. Your first post stated you were concerned about "the devistating effect of mind disease in PvP". I actually agree with you, in terms of Mind Poison (not so sure Mind Disease has that devastating an affect, though.) I have agreed with that for a very, very long time. But I also recognize that the issue has to deal with affecting an unhealable pool. The damage itself is not necessarily the problem, as is often cited in so many "nerf CM" posts.


So you see, I'm not trying to cut you down or offend you here. We actually agree on several levels. I'm sorry if attempting to educate about the details that so many outside of the profession do not understand is offensive. It's not meant to be.


Outside of that, of course, I not only would welcome, but encourage, strongly, that folks offer up their opinions here about what CMs SHOULD be. You don't like what they are now? Then what should they be? TH has asked several questions to properly focus the responses that you could provide in a way that will be easier for him to correlate and so your opinion on the matter is far more likely to be heard by responding in the format he asked for. Again, I offer this not as a criticism or in any attempt to offend. I offer this as simply a, hopefully, helpful suggestion to make sure your opinion gets seen and heard by the Devs.


I'm really, honestly, definitevely not trying in any way to be sarcastic or demeaning here and I really am sorry if you have taken my statments in that light.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
daSkuzz
Fri Mar 05, 2004 3:22 am
#303

Given the basic considerations listed above, please answer the following questions:

What defines the Combat Medic role in combat?
Extreem support to the team.

What basic combat elements should they possess?
They need to be the only ones who can heal while attacking (like the word combat medic says). But docs can heal there selves when being attacked as can they still heal states and wounds while attacking, but can;t heal others (but can ehal thereselves.).
But they can't heal wounds, like this is the job of a Docter not a medic, making a doc more important to heal wounds and heal states of there group members..

What offensive abilities?
They should get some sort of damage stims but not DOT and not AoE (like this is more a job for a ranger or other profession, a chemist would be a great additional proffesion to the medic tree. My suggestion is making a new proffesion that does the desease and poisens leaving the CM more of a support proffesion in a team..)

What defensive abilities?
They should give the group a Bonus to there HAM regenration (this can't stack in any way with other combat medics in the group, making a combat medic some sort of a center of the group (together with a Squad Leader this can be a great bonus to the team) and make the team protect the CM's well, so they don't lose there support.

What unique abilities?
There biggest and best abbilities are there ranged healing and AoE healing. there range should be increased to a maximum range of 80m (only at Master level)


Should add what advantage or asset in group combat?
Great support to the team, the only ones that can heal from a distance.


How could/should they interact with other professions?
They need to be protected by there team, and have to get support from Docs and Combat Proffesions.


What should be their unique role in the Galactic Civil War?
The Medics that support the team from extreem healing and protection from distances making the team more powerfull while a CM is in the team.

This is my vieuw of the Docter classes.

Sorry if there are words not spelled right, thats because i'm from the netherlands

cya, skuzz



Long live the great PvP system, Great job SOE maybe i even gana play Anarchy Online for the pvp.
SiliconSmiley
Fri Mar 05, 2004 10:13 am
#304

Zarlor,


I must apologize for my childish outburst.My frustration atbeing a wookiee in PvP temporarilly overcame my better judgement. Hey, I am a wookiee after all. Outbursts and all.


I think I can substitute poison for disease. To be honest, I'm not quite sure. All I know is from the system message I get until that time that I'mincapped with a head shot are usually very short. I think I've had both applied and pretty surethat one is nearly as bad as the other.


Nerf is nasty word. I seek balance. While a Doctor may be able to cure poison, this is not an effective counter in the heat of PvP battles. There simply are not enough Doctors. And I don't see that there should be. To me a Doctor is not somebody that runs into the heat of a laser battle administering cures.


I don't necessarily want to see CM nerfed either. Just some protection or defense that is more accessible to the avereage combatant.


Now we see in Publish 7 the appearance of a Fire Blanket that can be used by anybody to stop burning damage. How is it that poison should be excempt from this type type of protection?


And burning is no where near as devistating as poison. I know this to be true and I defy anyone who posts numbers. I dueled a guy the other day while buffed. Human guy wearing onlychest and leg armor. Excellent duel. Ended in a double KO. He burned me 3 times. At first I was worried that I was going to be dead really fast. No problem. I've got 3k ham. Also got some nice stims and +25 to my healing. He gave me the KD/Dizzy combo. Burned me. I'm down and he's working on me. No problem. Stand up, /healdamage, boom I'm back in the fight. We wear each other down and down. He burns me again and once more for good measure. Finally I'm forced to run to the water to put out the fire. Fire out, kept punching. Watching the ham bars shrink away. I got one last leg hit in before my muon downer incapped me. I think his pixie downer must have hit at the same time because he fell as well. Made me feel much better about being a wookiee.


5 minutes later Doctor/CM in composite comes and disposes of 4 of us. Handily.


I'm not saying that we should all have a 'fire blanket' that immediately cures all poison. Maybe just something that should slow the poison until I can get to a doctor. Innoculation as a buff would also be acceptable. Shouldn't stop the poison 100%, but should provide some damage mitigation or a chance of resistance. Innoculation kits could have effectivness ratings. If the poison was higher quality then it would take multiple applications and each application may fail entirely if the poison is too strong. Or perhaps some food or drink? My belly gets full suprisingly fast for being a wookiee, but I try to keep it on empty until I'm next to dead then take the right food or drink to balance me back out.


I understand thatpoison should be more difficult to get rid of. But as it is it is unbalanced. I think that we can all agree to that. As I haven't yet been CM, I don't have a lot of specific information on how to 'fix' this issue. However, I do believe that the Combat Medic should have less of an offensive capability as a profession. It is and should be a support role. The job of the CM should be to keep the Commandos,Riflemanand other elite combat types alive. Combat types job in turn should be to defend the slightly vunerable CMs.


Heck, I'm a wookiee TKA with some rifle sprinkled on top and I'm a support character. Perhaps once I get all the way up meditation I will be able to stand against some poison. I doubt it though. I don't think there's going to be much time for me meditate in the middle of a battle. I guess I just need to get to know a good PvP doctor. Maybe I just need to be the PvP doctor. Can't decide between CM and Doctor at present.


Ewrrl the Humbled and Apologetic









Zarlor wrote:





SiliconSmiley wrote:

I was under the impression that the reason for this thread was to poll player opinions in regards to the combat roles of the Combat Medic Class. At no point in the original post was it specified that only Master Combat Medics playing since launched would be allowed to post an opinion.







You are absolutely right that it doesn't say only even just CMs of any level could post here. I did not mean to suggest otherwise. All I am suggesting is that this thread does ask some very specific questions (of any player interested on commenting) about what CMs SHOULD be. And that the many generic nerf cries that have appeared in this thread simply do not actually respond to that request. Certainly not following the format of answering the specific questions asked.








After enjoying some fun PvP last night, my entire group was again devistated by a single Combat Medic in fullcomposite armor lobbing and kiting.


While we wait for the combat to be rebalanced, I will switch my profession template to TKM/CM then dizzy/knockdown and mind poison everybody I can get my knucklers on. I apologize to you if you think that the combat medic should be the single most devistating profession for PvP. I happen to have another opinion. I see no justification within the Star Wars Universe or the Expanded Star Wars Universe for existence of a mind diseasing/poisoning Combat Medic.


I will make or read no further posts in this thread. I apologize for posting in your private thread.





I'm sorry if you won't be reading this but just in case you decide to... Did I say that I thought CMs should be the single most devastating profession for PvP? Actually I concur with Vortexala's responses earlier in this thread. And I ahppen to agree that there are definitely issues with aspects of the CM profession. I'm sorry if you are taking my comments personally or are offended by them. That's not the intention. My intention was actually to provide some information about the situation. Information that you could even use to further understand what is being exploited (in the dictionary sense of that term, not the in the "bannable offense" sense) within the profession at this time so you might be able to see where the issues really lie.


Let me put it another way. Your first post stated you were concerned about "the devistating effect of mind disease in PvP". I actually agree with you, in terms of Mind Poison (not so sure Mind Disease has that devastating an affect, though.) I have agreed with that for a very, very long time. But I also recognize that the issue has to deal with affecting an unhealable pool. The damage itself is not necessarily the problem, as is often cited in so many "nerf CM" posts.


So you see, I'm not trying to cut you down or offend you here. We actually agree on several levels. I'm sorry if attempting to educate about the details that so many outside of the profession do not understand is offensive. It's not meant to be.


Outside of that, of course, I not only would welcome, but encourage, strongly, that folks offer up their opinions here about what CMs SHOULD be. You don't like what they are now? Then what should they be? TH has asked several questions to properly focus the responses that you could provide in a way that will be easier for him to correlate and so your opinion on the matter is far more likely to be heard by responding in the format he asked for. Again, I offer this not as a criticism or in any attempt to offend. I offer this as simply a, hopefully, helpful suggestion to make sure your opinion gets seen and heard by the Devs.


I'm really, honestly, definitevely not trying in any way to be sarcastic or demeaning here and I really am sorry if you have taken my statments in that light.










Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Zarlor
Fri Mar 05, 2004 11:31 am
#305

It's all good. I'd like to make one point of clarification, though, for folks who may be reading this...




SiliconSmiley wrote:

Now we see in Publish 7 the appearance of a Fire Blanket that can be used by anybody to stop burning damage. How is it that poison should be excempt from this type type of protection?






I hate to break the news but only Docs can use the new Fireblanket. They get the skill at Level 3 Wound Treatment Speed (which is between when we get /curePoison at level 2 and whenwe get /cureDisease at level 4.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
SiliconSmiley
Sat Mar 06, 2004 1:13 am
#306

I stand corrected. Still, I'd much rather be on fire.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Jason_Acker
Tue Mar 09, 2004 8:31 pm
#307

Having been in many groups with CM's and/or doc's in them I must say that I prefer the CM's healing ability in battle.


Those lovely 1000+ point aoe heals are a god send when your CM knows when and where to use them.


I general agree with whats been said about the mind poison/disease. I specifically disagree with a direct comparison of weapon damage vs a poision/disease as some measure of usefullness. To my way of thinking the nasty thing about CM dots is that it is yet another stackable effect. Assuming the dot sticks, so what if it takes 10 secs to tick 600 points of damage on a mob or player, its still damage. The damage is not geting reduced by some % resistance. And this damge is ticking away untill the duration is up. Do defenses like dodge, block, or counterattack effect CM dot effects from landing? So once you've spent your HAM to lob that inital attack you are free to do whatever you wish while hopefully your target ticks down to incap.


I've been in a few truly awesome fights where CM's have not only done outstanding healing, but provided a allmost continus damage effect on a high level mob. The longer the fight lasts the greater the benifit of good dots.


As to CM changes, well thus far the best CM's I know are also master docs, so obviously the CM is lacking certain healing abilities that one would assume they would have. As for combating CM dots I thought the innoculation( resistance buff) idea was a good one. And who better to craft the serum and administer the buff than a CM.


On a side note:I never realized CM's had sever money issues. Currently the Chemical warhead secmatic for weapon smiths require sub components from the medic tree. I know most WS's don't bother withgrenade weapons but I also know that they have beenimproved recently. Perhaps this could be a source of income? Or perhaps the subcomponent sould acctually be something only a CMcan make?
TekDragon
Wed Mar 10, 2004 12:15 am
#308

It's simple.


Either nerf the hell out of combat medic poisons and diseases


OR


Give doctors the ability to do an AoE poison/disease cure.


OR


Maike it so that a doctor poison/disease cure puts a buff on the target preventing poisons/diseases for a certain time.


It's your choice, devs. Either NERF the proffesion to hell, or FIX it by putting in viable counters.





TekDragon DeSol
Duke Of House Atreides
SiliconSmiley
Thu Mar 11, 2004 2:57 pm
#309

Zarlor,


Upon further review, I may have to conceed my argument to you, honorable wookiee.


Ran into another CM in Theed last night. Wasn't nearly as devistating and Ifa was lobbing some nice poisons/disease. I had a couple dosages of both, but we dropped him and I had time to meditate the pain away.


I think I had some lag problems in a couple of my other encounters. That and the big, fat T21 dropping bombs on us.


Perhaps some minor adjustments to the AoE. Perhaps some reduced effectiveness at range. Or randomness in it's application. But my calls for a general neft of CM where hasty. My unrational fear unjustified. CM is powerful, but perhaps notas powerful as I originally feared.


Ewrrl of Scylla





Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

SiliconSmiley
Thu Mar 11, 2004 2:58 pm
#310

/roar


Stupid non-editable posts.


Calls for a general NERF were unjustified.



Dr. Ewrrl - Drier than Dood's Martinis -
"Oh, my, god. Illien, look at Ewrrl's butt." Vespasian

Zarlor
Thu Mar 11, 2004 3:17 pm
#311

Yeah, it takes a bit of seeing the angles on it. The problems we are having with CM really come from just several different areas making it all look pretty bad. Overal, though, especially if mind ends up being as easily healable as health or action, I don't think CMs will even be on anyone's radar when it comes to damage anymore. And definitely the bugs need to be addressed. It's just that putting all of those together, and especially if you have a CM who is taking advantage of those bugs (by throwing long range and using AoE through walls and floors) it really starts to look bad.


So here's hoping to all thos bus getting fixed.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Thu Mar 11, 2004 3:19 pm
#312






Zarlor wrote:


So here's hoping to all thos bus getting fixed.





Err... So here's to hoping all those bugs get fixed, is what that should read.


(Odd, I can't seem to edit my post in this forum.)





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