Doctor Archive
Thread: About the DevChat Area Cures and Innoculations : Feedback Time, Folks
Innocs - Doc
Area Heals - CM
My full response is here in the CM forum thread for this same topic, you can read it there if you would like.
Obata wrote:I think it would be a mistake to introduce BOTH innoculations and AOE cures at the same time. It would be best to do just innoculations (or some mechanism that makes resisting the DOTs a real possibility) and see what that does for balance before putting in any type of AOE cure. The innoculations belong in Master Doctor, IMHO.
I agree with this myself, why not introduce innoculations make it a Master Doc skill. This way balance issues can be tracked and if it still out of balance revisit the issue AOE Poision and Disease cures. I have a feeling with innoculations, chef food (when it works) , and spice (when/if it is introduced) that there would be enough balance that AOE cures would be a non issue.
Just my humble 2 credits worth.
- The easiest way would be to remove AREA antimeds from the CM repertoire. This would leave CMs with a single target attack to match the Doctor's single target cure. The range and area effect of antimeds are the biggest contributors to the balance cries. Range has been reduced recently, but the area effect remains a bane to most all PVP players ... even those who use good tactics and attempt to spread out. Obviously, this would not bea popular option, so we need to consider alternatives.
- Another method for Doctors to counter CMs would be to grant an AREA cure to Doctors. This is not a ranged cure, but a cure that affects targets in the immediate vicinity of the Doctor.
While I firmly believe the ability to cure antimeds should stay in the domain of Doctors, I am very willing to let CMs havean additional ability tomitigate the threat of their peers, such as being given the ability to toss ranged and area medicines which significantly reduce the strength of antimeds. Alternately, rather than reducing the strength of the DOT, maybe this new medicine would dramatically slow the DOT down (increase the time between ticks). Slowing the tick would still allow the CMs to be a lethal threat, but would grant a much needed time window toobtain effective healing.
H.
I don't belive Combat Medics should receive area cures as this is in the doc line.
I play as a MCM/MD so I'm just sitting back waiting to see what comes down the pipe.
Innoculations should require components made by Combat Medics, the injection amplifier or the Resilience Compound should be components required for any crafted innoculations.
If AOE cures go in then they should require the Dispersal Mechanism as one of there components.
EDIT: Fixed spelling boo-boos (Im sure there are more)
Message Edited by Gouta on 07-16-2004 10:38 PM
Gnuut wrote:
Master CM has a max drag range of 19m
I agree with you about changing that. It's just plain silly. I have to disagree about giving CMs a poison/disease cure. CMs are the biggest source of poison and disease DOTs. If the area cures were put in CM, it would make that profession its own counter. The counter to a CM should be a doctor. In the CM forum we are barraged with complaints that PVP boils down to which side has the most CMs. If the AOE cures were given to CMs, this would only be perpetuated. Any AOE cures should at least require the same command (from the doctor tree) that the existing cures use. As I said in my previous post, I think they should also have a CM use rating so that they would require some skillfrom each profession.
I play a MCM/MD who was a doctor first. In the brief time between mastering Doc and picking up CM, I had a few opportunities to hunt in groups that included a CM. This was before the days when everyone wore armor, so healing was far more frequent than it is now. I rarely had the opportunity to heal anyone when the CM was with us. Ranged and AOE stims make it very difficult for a medic or doctor to heal someone who is in trouble before the CM does. Unfortunately, the quality of armor most players wear today makes healing damage nearly obsolete. Without the need for damage healing, states have become more important. I think if we weren't all so hard to hurt, CMs would once again shine as the most capable of combat healers.
Gouta wrote:
If Docs were to get Area Cures do you think the devs would remove the ranged support line for Combat Medics as a compromise? I realize it's a stretch but that would negate the argument that Docs shouldn't get Area Cures because they didn't take the Ranged Support line.
The split most peopl are looking at overkills the CM.
2 professions able to cure poisons and diseases will cause CMs more worry (docs will still be able to cure single).
(snd for the very few of ya looking for 3 hour Innocs.. that is pretty much murdering CM if it were to happen)
Having Docs have cures has several benefits:
1.)Only 1 profession has all the effective other player poison and disease cures (CM can also go Doc). This make curing less common, helping to reserve some CM poison/disease combat potential, as well as affirming Doc Areas of Control.
2.) Current crafting model would make CM cures less effective then doc cures (even if AOE).
3.) Docs currently have a bit more to do in combat. Adding Area Cures to Doc RAISES that busyness. (Curing Poisons will take away MORE Mind from Docs, making their overall healing less effective (regen rate), allowing CMs to use poison MORE, or have poisons tick longer, as they would not be able to be chain cured as easily with Doctor's other responsibilities.
This all increases group need for Docs, even multiple docs.
CM should get innoculations as short term buffs:
1.) long term buffs (3 hours) are not in the best interest of CMs (everyone will have them all the time).
2.) innocs are by definition more powerful then cures (not getting hit is always better then getting hit.. even if you only take a little damage)... CMs should always be the best counter for CMs... and a Decent bonus Innoc will beat a cure any day.
3.) CMs will have to keep track of buffs in longer fights (and PVP) to increase their support role in combat.
4.) CMs will have a new support role in PVE combat vs. poisonous/disease carrying creatures. This will add to group power PVE that CM needs badly (but is not enough by itself). Giving this ability to Docs Promotes even more Doc/XXX solo templates.
That's just how I see it.
-T