Doctor Archive

Thread: How to help the docs and nerf but not nerf the cm

-Lowbacca-
Wed Feb 11, 2004 2:03 pm
#1

Combat Medic to me should be a support class and because of one thing in my mind they have become a tier one pvp class which is wrong to the very heart of it.. I do not know if this has been brought up but the biggest advantage combat medics give to one side, assuming the other side has none, is the fact that combat medics have the area poison/disease. In my mind the easiest way to even the battle, put Combat Medic off the Tier 1 list of PVP, and to not nerf combat medic as their usefullness is still there is by giving doctors an area cure. The problem with this is dabbler docs being promoted to a higher state in pvp which is wrong so what you do is make a certification for it so that only master doctors can use the area cures. With the enhancers changing so only master docs can use the d's we will see more master doctors anyways and this will just make that last bit the top it all off.


In my opinion it nerfs but doesnt nerf combat medic. I would rather see this than having the devs complete scr3w over the combat medic profession as it would still make them effective. Its not fair when one person can poison a group of 15 and then have a doc go through minutes of curing only to have that same person do the thing again it makes it too easy for that side. Combat medics will still be effective because rifleman do a lot of mind damage and any tick of a mind of an enemy will help them get the incapacitation (i.e. if the cm throws the poison it ticks off 3-500 and the rifleman comes in and fires off a couple headshot3's boom that man is down)


I dont have the will to search post through post on this subject I am just throwing my vote towards an area cure for poison and disease. I am both a Master Doctor and a Master Combat Medic so I see both sides of the battle and its definately something ive thought long and hard on.



Who's scruffy looking?
Hrodric
Wed Feb 11, 2004 8:19 pm
#2

/agree. I suggested the AoE cures/antidotes back months ago. It's about time.



-=H=-
Saint Hrodric
Patron Saint of Cyber-\/1rg1/\/s
Hrodric - Bria Server
Rchuno
Wed Feb 11, 2004 8:55 pm
#3

What the heck are you talking about? No one ever said that CM was supposed to be a purely support role. In fact this is something that CMs have been asking for since the beginging of the game. We want to know exactly what the devs intended the CMs to be. So to go stating that this they are supposed to be some specific thing is just silly. That aside I see alot of Docs in PvP as well. I know I went off on something aside from the main gist of your piece and I agree that is a good idea. I think docs should get an area poison cure, area disease cure... I would let the docs have several differant levels of each though I think. That way they can use the weaker ones at lower levels and only be able to use the C's at higher levels (thinking Master)



****************************
* Niccaurra {} Master DOC / Aspiring Merchant
*Niqe {DRUNK} TKM/Pist
****************************
-Lowbacca-
Wed Feb 11, 2004 9:35 pm
#4

They are a support class by logic but then again what was i thinking.. SOE develope something in this game that is logical? I musta been outta my mind.





Who's scruffy looking?
MusashiwolfStorm
Thu Feb 12, 2004 12:35 am
#5

Every board I check I find someone calling me a support class and asking for it to be nerfed......imagine that.


Its pretty simple in PVP take out the MCM and the Doc's first. I can tell you I go into battle as a MCM/MDR and I consider myself MCM first and if someone needs to be revived thats fine but I dont run player to player curing until the other MCM is dead.


Just like good buff packs good poisons are hard and expensive to make. To be fair area cures would have to be set up the same way so then it turns into a battle between us outspending each other on packs. What would be the point of that?


Whether its carbineer or CM forum people keep saying we are a support class. Who are we supporting?





Musashiwolf Storm
Master Combat Medic/Squad Leader 0034

LucyFur Storm
Master Carbineer/Master Teras Kasi/Fencer 4440
ardante_tarq
Thu Feb 12, 2004 10:29 am
#6

the point would be balance.



yes you would be exchanging packs..one area poison and the other area cure...



the outcome of the battle would be the one who kills the Doc or CM first. As it should be.


not have a long fun battle only to have a CM show up and ruin it for everyone with AE Mind and 20 seconds later its game over.



I play a Doc/CM


-Lowbacca-
Thu Feb 12, 2004 11:37 am
#7

thank you ardante I too am doc/cm and I consider myself both first. I throw what I can while curing those that come to me until its safe to run around curing and healing. Its _NOT_ a nerf. Like i said its a way to nerf but not nerf the CM profession. I know any battle I go into when the other side has no CM that they will be toast within minutes because a doc can only cure so much whereas i can poison/disease them all again with 2 uses. If MASTER docs only had an area cure it would even the battlefield to a point where if they have them then CM's could do initial damage and maybe a tick or two off the mind which helps a rifleman immensely meaning the CM's still have a use in PVP but takes them away from being the one to end it all. People say balance is key.. well sorry for not wanting to have all of our players to be Rifleman/Doc, Pistoleer/Doc, Commando/DOC, CH/DOC hmm i see a patern there. Realistically to counter CM's at this point you need 5+ docs in a larger group doing nothing but curing as their main objectives or have every single person pick up enough doc to get their med use and poison/disease cure certification and that is a joke of a requirement



Who's scruffy looking?
Arcdischarge
Thu Feb 12, 2004 12:39 pm
#8

I don't believe combat medics should have a support-only role like doctors. They are obviously meant to have offensive combat cababilities as implied by the name "Combat" Medic. You're statement to the effect that "logically Combat Medics should have a support role" does not make sense to me.


This has been gone over again and again in these forums, and yes CMs are in great need of combat rebalance due to their godly range and because they didn't suffer the 75% reduction in PvP like everyone else. The by far more logical solutionis to reduce the damage/range of CMs, not to give doctors new abilities. Having AoE cures is a bad idea because is fudges the distinction between CMs (ranged abilities) and Doctors (close range healing).


Doctors have only minor issues to deal with now. It's about time for people to stop asking for new doctor abilities whenever they get pwned in PvP.



Estevan Maturin Master Doctor/Merchant & CEO of |DS| EAS Medical
Ahazi's first +125 med. experimentation crafter
happily retired for the time being
Ahazi's 3rd slowest hologrinder
Munga_Meds
Sat Feb 14, 2004 6:11 am
#9

I already have 75% reduction in PvP with my poisons/diseases.... it just seems they forgot to make my stuff more powerful in PvE.



Athera- Master Tailor
Talusian Haven, Talus, Kauri
speedluver
Sat Feb 14, 2004 12:36 pm
#10


Don't forget that a MCM is also a "Chemical Warfare Expert" which could also be called a Chemical/Biological Weapon Expert. CM also takes more skill points to master than ALL professionsexcept Bounty Hunter, and is tied with Commando. We are not a support class. The posions and diseases are expensive and difficult to make effectively. Not to mention that our poison damage is on a tick, andthedamage per secondisactually pretty slow compared to elite weapon professions. I am not griping, because it is made up forwhen it is an AOE attack which can hit many people at once. (Which airborne toxins can) A master rifleman (who spends far less skill points) can usually kill someone in3 shots and not many seconds. The problem with a mind poison is that you see it ticking down and know you are going to die, so you have longer to contemplate it and get pissed off. I say just kill the CM in the fight ASAP, and have the docs work a little harder to cure the poisoned. It'seasier said than done, butbattles aren't easy. (Also you might want to check before you cure them, it seems most of the PVPr's I fight just kneel and meditate the poison away; right after they shoot me with advanced strafe and sniper shot, or pull their boot out of my dizzy skull and DB


I agree that facing a combat medic can quicklydecimate a raiding party, especially when you are raiding and are not close enough to a cloning center. It is frustrating, but maybe try setting up some camps with entertainers and docs ready to cure and heal. You can always resurrect those whom you could not cure in time, and/or have a CM heal their mind. I do not think area cures are a good idea when you have all the options above. And, they would certainly be anerf to CM's by making them much less effective in battle. You would be giving a profession that can already counter a CM's only real weapon, a much easier way to counter said weapon.


Just my opinion,and Ialso am aMCM and Doc.



Jordus Maeter - Imperial Second Lieutenant
Major Lukbacca, Retired
Soldier of the IHQ
Quandry
Sat Feb 14, 2004 12:45 pm
#11

Lol munga



Wen you disease a mob it can do 10k damage or more. Thats just the one attack. Just its not instant...wich is why CM is a SUPPORT class. They need somthing els to hold the enemy back wile your poisons work their majic. If you think doing full damage in pvp at 80 m is the way it is suppost to be your only fooling yourself. If you think your should be a front line combatant...I fail to understand your logic. Not only are CM's the only class that can target the Ham pool of their choice but they can do it in a way that only on class has any hope of defending...And at ranges nobody can come close to compeating with. Next thing we know the CM's will want a ranged db also. And give them 200 dodge and self rez wile were at it.





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bpeter3
Sat Feb 14, 2004 4:30 pm
#12

Naturally you'd take out the MCM first if you possibly can. But after one area poison/disease from the MCM, your doctor is required to take another minute or more curing all the people that have been poisoned/diseased by the lone MCM throwing a single area pack. In that time 1/2 of your 20 person group has become "severely" wounded by the lone MCM.


Put in a bunch of CMs and it's impossible to keep up (as a doc) with all the poisoning that's happening


THat is why an area cure is needed. It's a 1 for 1 game then and a level playing field.


Kazrath
Sat Feb 14, 2004 4:41 pm
#13

I agree fully with the origonal poster. On the majority of it.


CM's and Doctors have exact opposite roles. An area cure for Doc's or even a "group" cure would bring balance between the classes.

If I've seen 1 CM decimate a much larger force once i've seen it a hundred or so times.


Cm's have offensive capatbilities. As is their role.

Doctors are purley a defensive class.


Doctors defensive role should be as effective as a CM's offensive role.


That = Balance.


-Kazrin
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