Re: The Enhanced Weapon Charm issue
Posted: Fri Jul 10, 2009 3:28 pm
it's not becoming personal, it's just how he's making it look. read all of his other posts...
Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?DW_FrankyTheFly wrote:You want to resolve the problem here 2 solutions:
1. The medic gun base damage is 0% and 4 EWC can be apply to it.
or
2. The medic hun base damage is 10% amd 2 EWC can be apply to it.
Each EWC should give 5% more damage to the medic gun making the maximum at 20%.
BTW : I've never complained spawning with a +0 magic weapon, infinite or not and with a triple that do not mean i'm not going to kill anything. So this brings me to the point : Why give such power to the medic Waill.... WHY?
DW_Cheapshot wrote:I have played many maps as a medic and not been able to even find the artifact.
Not realy, AM usualy dont use only vorpal but most of em use energy or infinite. Do I have to remind you vorpal and immolation cannot be use on the mp5, that energy is only 9% more damage at +3 and inf 20% at +4, that the old medic gun was 6% and that alot of WM spawn with +0 gun that are 0% more damage. So yeah caps at 20% for medic is perfect. After all this is the cap for an infinite weapon.Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?
This. Cut medics/MM a little slack. Healing others should not be the primary concern, killing monsters should be. I've been sounding like a broken record for a long time now, but I feel medic/MM should have some more killing power. Now that they have it, it is nice to hear some others agree with me.nightmorph wrote:No, medics don't really gain shit by healing or using a few pets. Even with the XP boost given to the Experienced Healing ability over the last several months, it's still almost unnoticeable. The only practical way for medics to improve is to be out there in the arena, killing monsters.
And that's good . . . the goal is to kill monsters. It helps the team. And as a bonus, you get healed by medics who are working to reduce the amount of crap flying at you. Even with max Experienced Healing and summoning top-level monsters, there's little noticeable XP gain unless you enter the arena and battle to stay alive.
Quit tryin' to take stuff away from the medics, and give 'em some firepower advantages that keep them alive longer on the battlefield. EWCs are a good start, even though they're vanishingly rare.
Just because you don't like the idea of a medic challenging your scores and being near the top of the wave charts doesn't mean that they shouldn't have the chance to compete with AMs and WMs. We all know that AMs and WMs are the most powerful classes in the game, and that has always been the case.
There is no such thing as an "overpowered medic."
I'm aware that the Medic weapon enchantment can apply to the MP5, and Vorpal/Immolation can't. This is the real crux of the issue. (Whether or not you use weapons more regularly is outside of these two enchantments is beyond of the scope of this argument. If you're doing so it's obviously because you feel the additional effects of these other weapons is worth the loss of extra damage. Medics don't necessarily have that choice.)DW_FrankyTheFly wrote:Not realy, AM usualy dont use only vorpal but most of em use energy or infinite. Do I have to remind you vorpal and immolation cannot be use on the mp5, that energy is only 9% more damage at +3 and inf 20% at +4, that the old medic gun was 6% and that alot of WM spawn with +0 gun that are 0% more damage. So yeah caps at 20% for medic is perfect. After all this is the cap for an infinite weapon.Franky, doesn't it seem a little unfair to be arguing that Medics should be capped at 20% damage bonus from their weapon when AMs/WMs are running around with Vorpal/Immolation weapons that have damage bonuses in the 110 - 120% range (AM +1 artifact adding +10% to these weapons, or the WM ADB skill which effectively adds +2 or more to a +10 Vorpal)?