Doctor Archive
Thread: Cures for Poison/Disease
Gnuut wrote:
A pile of drivel about the poor little oppressed CMs
It'sdownright offensivethat you jumped on a Doctor discussion thread as the first respondent to protect the interests of Combat Medics.Your views are ridiculous anyway. No matter what they're crafted from, the 6m range, single-target cures available to doctors are no match for the area-effect 90m range application available to a combat medic.
The original post was an interesting suggestion. It's a pity you couldn't wait a little to see how some doctors reacted instead of trying to smother the discussion.
The resources needed for advanced CM components consist of6 resources, 5 of which arerare andat times do not spawn on some servers for many months. The 6th is a planetary spawn on Yavin. Doctors have only 2 truly rare resources, Liquid Petro 4 and Dolovite Iron. The rest are all planetary spawns. While you might not always get the best shift, it is still common enough to offset the imbalance between AE poisons and single cures. If cures are made any more potent than they are off the current commonly available resources then it would offset way too much in the Doctors favor.
The poisons may be tough to make but they are so powerful that it take 2-3 sometimes more to heal the poison! The CE (cure effectivness) isnt near the damage of the poison.
I am not sure about an answer to the imbalance because I dont PvP but I love to craft and sell meds.
Personally I think the effect or protection proposed is a good idea, but I seriously dont know if its an answer to the powerful CM's I see in the game.
No I don't think that is necessarry. Otherwise it would require a Janta class cure to remove a Venom class poison. My point is that cures are pretty much a joke to make compared to poisons, but poisons offset this by having AE capability.If cures are made more useful than they currently are then it offsets that balance. Adding an AE cure for instance should require the same rarity of resources required to make a powerful AE poison. But as it stands, those same rare resources required to make single target poisons can still be cured with commonly available resources. Understand where I am coming from?
I know this will cause a flame but I think mind poison shouldnt exist unless they start making a stim that docs can heal their own minds or get the ability at master doc to not have heals cost anything from your mind, a CM can heal their mind but a doc cannot? A CM can be poisoned but cannot heal it without going into the doc tree? Just to many screwy things that cause a bad imbalance, I know they are trying to make people work as groups of different professions but to many people use the most common templates and expose to many weakness' to other professions.
The thing I hate most in this game is when I would sit and try to make money buffing and if you get a TEF from healing or buffing an overt member and your mind is sitting there so vulnerable, it just should be that way, this is why I just decided to start my own business and I hardly buff anyone in public, it also is allowing me to dabble in other crafting professions and I dont even have to worry about fighting.
DoctorBill wrote: a CM can heal their mind but a doc cannot?
A CM can't heal their own mind...