Combat Medic Archive
Thread: Lobby Combat Medics should Heal Mind Damage
Right now one of the big debates is about PvP concerning Mind Damage. The essential issue is that Mind is the one pool that cannot be healed, so in PvP, it becomes the only important pool to target. Holo recently gave a list of possible solutions for dealing with it, including...
- letting squad leaders heal it
- letting entertainers heal it in the field
- letting medics heal it, but take mind wounds
- letting someone heal it but slowly, so they have to stand next to the healee for a substantial amount of time (and need covered, etc)
- adding a new camp type that only heals mind pool
Mind Damage is only relevant in the field, (by the time you get back to town, its going to be healed).Combat Medics are supposed to be the essential medics out in the field. Therefore, I think it makes sense to have Mind Healing be the exclusive domain of Combat Medics. So #3 is the obvious choice.I even like the balance ofMind Wounds, to avoid the self-mind healing infinite loop. This would give us a distinct difference between Doctor (in the clinic) and Combat Medics (in the field), making Combat Medic an interesting choice, and a necessary addition to the PvP realm
Call for a Lobby
So the solution is that we as combat medics need to lobby for this ability. With enough voices we can take our places asthe essential combat support class.
Rebuttal on the other ideas
Just to round the debate, here's my rebuttal on the other arguments.
- I appreciate the need to throw Squad Leaders a bone, but healing doesn't fit. Leaders provide purpose, direction and motivation (Group Bonus's, Buff and better communication). The Platoon leader it the one who yells 'MEDIC!!', not applying the IV bag himself.
- Entertainers are not EMTs. There are a 'downtime' class. After the battle is over, the enterntainers should be kings, essentially for reviving the morale of the troops so they can go back. That is Mind Wounds and Battle Fatigue, not Mind Damge.
- My personal choice, see above for details.
- Slow healing still makes Mind imbalanced vs HA. Mind Damage healing needs to be immediate and large to have an effect.
- Camps are after the battle. See #4.
http://forums.station.sony.com/swg/board/message?board.id=Development&message.id=502857
This was a more indepth idea of CM's AND Doctors haveing a mind heal ability, resulting in wounds.
Most people seem to think this will work good for PvE, but not PvP... These are also probably the people that deal insane mind damage. BH's, Riflemen...
Oh for an edit button...
Further clarification on Doctors vs CMs.
I would not be unopposed to giving Mind Heals to Doctors. The only reason I suggest it for CM vs Doctor is related to this thread here.
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=8763
There is concern that people are vacating the CM profession for Doctor, because the CM's don't seem to be as effective healers in the field as Doctors. I'm trying to kill two birds with one stone here.
I am opposed to see this go to non-medical professions, like Squad Leader (this is the most acceptable solution of the bunch), Entertainer (a completely non-combat class), or into the basic Medic tree, where non-specialized medics will be able to spend a few points to self heal their mind.
Avair wrote:
There is concern that people are vacating the CM profession for Doctor, because the CM's don't seem to be as effective healers in the field as Doctors. I'm trying to kill two birds with one stone here.
Lets see a doctor heal group mates as fast as I can with my AoE C Stim.....
The bigger the group, the more effective I am over a Doctor at healing battle damage. The Doctor does have some nice skills, which I have worked to aquire myself. I do not PvP very much, and am mostly out helping PA mates and such, thus I have gone over and aquired things such as revive, and increased med use so i can apply high end buffs. But I have kept all my CM skills, cause nothing beats the AoE in group damage healing.
My average quality AOE stims C have 600 base heal, which results in ~1000 effective heal on every member of my group. Hmm with 20 ppl group it can theoretically mean 20k heal every 3-5 seconds
On the other side a combat medic is no match to doc, when it comes to healing wounds, curing poisons etc, but thats why they are the doctors.
On the mind heals .. healing mind damage in combat? NO!. Why? Please do some research on rifleman so you get the full picture. Well if you still think, that there should be a mind heal then start posting "Remove rifleman proffession from the game" (becouse this is what mind heal would do), and when it happens, then keep posting again "We need to be able to heal mind damage".
However there should be a way to quickly replanish mind pool WHILE NOT IN COMBAT- for example, a better mind healing delta at the camps would do.
V. Wookiee Master Combat Medic/Rifleman
I would like to see how causing a CM to get mind wounds to heal damage would be balanced because since everyone targets the mind, after about 5-10 minutes of battle the CM would have 100% mind wounds (from healing mind dam.) and unable to heal anything else and therefore we would be right back at where we started - ppl would continue targeting the mind. Unless you had a slew of CM's with you it wouldn't make a difference.
I completely agree with you, giving this ability to the field medic (CM) makes the most sense. The problem is our voice cant be heard very loudly as there isnt a lot of CMs left, i see them drop their skills and abandon the profession everyday.
HAM damage happens in the field, HAM damage happen fast, HAM damage needs to be healable fast to have any balance in both PVP and PVE. Giving a slow mind damage heal ability to anyone wouldnt balance the HAM damage at all, mind shots/eye shots would still be kings in PVP. Giving it to the squad leader sounds nice for them but doesnt make sense at all, they arent medics, they have no knowledge in the medical field.Making it healable after a battle (like in a camp) doesnt make sense either, people dont die after a battle, the damage happens fast and has to be healed during the battle, not after.
Different reasons why i see CMs should have the ability to heal mind damage are that CMs are field medics, they heal damage to help the combatants keep up in combat. Mind damage happens during combat well its a simple logic to see why CMs should have this ability. CMs are also a rare breed, people are dropping the profession left and right, we need the devs to throw us a bone.
Giving us mind wounds by healing mind damage is totally acceptable IMO. This would even make it necessary to bring an entertainer with us in our hunting trips to heal the CM mind wounds in camps after combat. My guild is 50% made of entertainers and they dont like to come hunting with the rest of us, they feel too useless...well we just found a good reason to bring them with us now.
Anyways add my name to the list, i agree that CMs should get mind damage healing.
I think letting Squad Leader heal mind damage is a great way to add to the group mechanic.
We do not want to be the end all be all for healing or else we will have no chance of getting any additional help in the Combat side of our profession.
Perhaps they could give the Squad Leader the ability to do more of a slow heal and implement the idea of allowing us to heal mind and receive mind wounds.
> I would like to see how causing a CM to get mind wounds to heal damage would be balanced
The mind wound is balance because without it, CM's could get infinite mind healing by targeting themselves and healing.From what i've read, originally stims healed all the pools, HA+M, but because medics could keep their mind pools full, there was no cost to healing.
I don't understand why we have to take mind wounds to be able heal mind damage.
The biggest complaint against letting CMs/Docs heal mind damage seems to be the infinite loop affect, whereby it costs virtually nothing to (except the resources, cash and time to make the stim.. heh) keep themselves healed.
Instead of inflicting more permanent mind wounds on the medic for healing mind damage why don't we just make stimpacks not heal mind damage when used on yourself? That way you still get the mind cost of the stim for the medic and everyone else can enjoy the benefits of mind healing.
As to "destroying the rifle class", I would have to disagree. Rifles get the only AR3 gun in game, and insane amounts of damage. I think rifle, along with pistol and carbine should all have their balances as far as damage , speed, and range go. Right now, rifle is totally unchecked for damage because no one can counter it (as is all those pistoleers who decided to take the pistol tree of bounty hunter for eye shot).
Just ask the question on rifleman forum, I belive the general consensus is not the lack of the ability to heal mind pool, but that the rifle specials cost is out of proportions with the damage output. Just notice the paradox, in pvp a rifleman often deals 200-300 pvp damage at a cost of 120-160 mind pool. Just try out headshot w/spraystick and you would know what I am talking about. Also one of the complaints is extended downtime between the fights required to regenerate mind pool. This is one of the reasons I personally belive that mind heals if any should be available only "while not in combat".
On T21 .. yes its AP3, but I guess nobody noticed that T21 was recently nerfed into oblivion ... there is still quite a few pre-nerf T21s around, but for how long?
Also it was said, that "the rifeman strength is the ability to hit unhealable mind pool"....
2) Few more comments.
Mind heals at the cost of mind wounds is actually very bad idea .. it will result in extended cantina downtimes .. and it would defeat of the purpose of mind heals at the 1st place.
I hardly ever run our of my mind pool while I am healing and I just have 1 question to all mind heals advocates. How many of you do eat food to buff mind/focus/willpower? Try it and you are going to love it, +300 or better buff to willpower makes a big difference.
On another possible problem/solution - sure seeing a teammate fall due to mind incap is not very enterntaining view, but how many of you do use /dragincapacitatedplayer to save lifes of your teammates?
3) Mind damage in pvp? hmm
Umm .. please notice that the class which is the major mind damage dealer is BH w/eyeshot, just one problem the special consumes health/action, thus can be spammed, eheh .... dont blame rifleman .. the rifleman situation right now is pretty much the same as commando 1-2 weeks ago ...
Wookiee Master Combat Medic/Rifleman
If you're talking about more of a group-effect buff, then that is definately more inline with the profession I think.
As for Entertainers being able to heal mind wounds in combat, I don't think it's a bad idea. What I do think is a bad idea is giving medics mind wounds for healing mind damage. Basically I think it should break down 1 of 2 ways:
1) All stimpacks will heal all 3 HAM but will not heal mind for the medic using them.
2) Give medics a seperate stimpack for mind damage that costs H and/or A.