Jedi Archive
Thread: Thoughts on the MCM/MBH problem
1. CMs/Docs have multiple heals based on differant timers. This coupled with the 2-3 second cooldown on them means a MCM can hit advanced spray/bactashot/advanced toss in 6-8 seconds. The only template choice jedi have that would allow them to attempt this would be for them to incorporate Master Healer which would give them a 2nd heal where as Novice CM/Doc already provides them with bactashot, toss, spray, jab, and infusion at 1,0,0,0 Doc.
2. Enhancers. Jedi have no for of enhancement for their heals. It is a static 1500 heal unless less healing is needed. CMs and Docs have available enhancers for their DOTs and for their profession specific heals. Its unsettling reading over a combat log where you see a CM heal themself for 1700, 1300, 900 over the same 6 second period it takes the jedi to heal 1500. The Healing numbers I posted are with a MCM using a Combatdroid that is fitted with a healing module. At the moment, Combat droids are bugged and still fire once they are disabled aswell as they still provide their healing bonus. Another part of the situation is that the droids are able to be healed by the MCM's using Bacta Spray while near the droid instead of having to use a droid repair kit.
Message Edited by daetalus on 09-12-2005 10:56 AM
Hi...
First you need to check your numbers, when it comes to heals. Matta on the ahazi server has made a few tables and such. Your 1700 heals are over the top.
Secondly why not start using the Gunny Highway methode? Adapt,improve and overcome. Yes some times jedi loose, without the game being unbalanced and without the opponent cheating or something. I just find it sad all the nerf calls around here.
Third and last, no flame or personal harm meant.
my main complaint is its easy for them to get enough mind regen so they will never run out, then they only have to outlast the jedis force pool. a mind debuff or higher mind costs would be a fine solution.
personally i think a mcm/mdoc should have lots of heals available, so they could heal whole groups of players and fulfill their role as healers.
problem is its pretty easy to get some good damage on top of the great healing, thus killing any hope of a defined role.
i had aMCM/MBH yesterday i could not kill him he could not kill me {that is while i have force} so from now on i will just run![]()
i could stay and win i might, but there is no reward only xp loss if i lose
do or do not there is no try
I have read the two above responses, and I find it disturbing that the whole angle is that it is the angle that it is a "problem" that a template is better against jedi than others. The history of swg has shown that there are always a flavour of the month template. All these nerf calls are disturbing, as soon as a jedi loose the opponent is either cheating or his template/prof needs to nerfed/adjusted. I find this sad.
Harken Nielson
SpecterLeader wrote:
Hi...
First you need to check your numbers, when it comes to heals. Matta on the ahazi server has made a few tables and such. Your 1700 heals are over the top.
Secondly why not start using the Gunny Highway methode? Adapt,improve and overcome. Yes some times jedi loose, without the game being unbalanced and without the opponent cheating or something. I just find it sad all the nerf calls around here.
Third and last, no flame or personal harm meant.
This wasnt in anyway a nerf call. What i was trying to say was that by nerfing our heals and enhancing the others the devs started pushing ppl into a FOTM with MBH/MCM. Also, i forgot to add in my enhancer section, which i will, is the fact that MCMs can use Battledroids fitted with medical modules. That is where i was getting my high numbers on the MCM heals. There is currently a bug with the droids that, 1) a MCM bacta spray can heal them when they are destroyed thus not requring a droid repair kit. and 2) even if they are disabled the combat droid still fires on the target and still provides the medical bonus to the MCM. I will be addin this to my enhancer section after this post.
SpecterLeader wrote:
I have read the two above responses, and I find it disturbing that the whole angle is that it is the angle that it is a "problem" that a template is better against jedi than others. The history of swg has shown that there are always a flavour of the month template. All these nerf calls are disturbing, as soon as a jedi loose the opponent is either cheating or his template/prof needs to nerfed/adjusted. I find this sad.
Harken Nielson
Once again this is not a nerf call, it is to show where the devs ufcked up with their theory of balance. By increasing jedi times and reducing MCM/MDoc it was effectively a double blow to the jedi healer skill set. Also i made no mention of the costs that were associated with that pub which did this. The costs for jedi and reduction for non jedi heals were needed, jus the timer thing messed it all up.
Well my template is MBH/MCM/XXX4 pistoleer and I have been so for along time. And I use a droid with +110 healing module and the best enhancers on my server. My max heal is still 1650 with spray, and I am maxed on CA and so on. But as the post just before me says. Nothing wrong with the mcm prof, jedi just need to adapt and overcome.
Harken Nielson
Jacella wrote:
There isn't a problem with them. The problem is either in your template or your tactics.
QFE
The problem is here
Combat Medic Heals > Jedi Damage
That is not equal to "nerf combat medics", it could also mean fix saber damage, or just adjust mind cost associated to a CM's heals. After all, they aren't docs.
I saw Anjon (a very powerfull and respected MCM/MBH) fight a guildy of mine. The Jedi has all crystals above 110 damage, and -7, -8 and -9 FC on all of them. Overall a very powerfull pre-CU saber with a force cost of about 10. In short, a better saber than all post-CU Jedi can never have. Sure, after a long time, we get a chance of getting 4 great tunes, but it takes a lot of time, and a pre-cu saber will always be stronger. No problem there, only point is that the Jedi has a very high damge saber at a very little force cost.
It took the Jedi about an hour, and a holocron to be able to beat the combat medic. He won in the end, but after eating a holocron and using a weapon stronger than mine will every be.
Now, explain to me how would it be possible for me, with a 395dps saber and 34 force cost on it, to have a fair chance against a BH like that. I'm not saying I should have an 'I win' button, I'm asking for a fair chance. When a BH like comes for me and I lose, I can't even say "oh darn, I lost because i made this and that mistake. When i get into another fight, i'll be able to improve". I don't even have a fair chance.
So I did adapt, lost a few skills I wanted to go get improved force SAP. A skill I don't want since I don't really PvP that often, a skill that costs me a lot of skill points I would like to see somewhere else, but I took it becuse that gives me slightly better odds, although still not a fair fight.
Look at all post-cu jedi, and look at post-cu combat medics, compare the time it takes to grind, and figure the odds. Then you'll see that there is no balance there.
So did everyone forget that you can still use stim's? They're made for all different combat levels and I, for one, do not have a problem when I encounter a MCM/MBH.
ForceHeal, Stim, ForceHeal, Stim ... ![]()