Combat Medic Archive

Thread: Give Master Combat Medics a limited Mind heal ability

TECalen
Thu Jul 24, 2003 8:39 am
#14

When it comes to the ability to Heal Mind Damage, I like Cetacean13's ideas around having a Master Combat Medic gain this ability, but we really should try to come up with the game balance for such a powerful medical ability.


My thoughts on this subject are as follows:


Scope:
It’s distinctly possible that SOE designed certain elements of the game around a non-instant healable attribute. But as many people have pointed out this is, in the opinion of the community, an oversight as it makes for a strong imbalance in this games current "End Game" being PVP and, to a lesser extent, PVE. So in starting this, the efforts of this ability should be directed at healing damage caused to the mind of a player caused by these two "sources" of damage while keeping in mind (sorry! ) all the other sources that drain the "Mind" stat.


Play Testing:
Below is the basis of the idea. It is understood that some, any, or all elements may change as this is extensively Playtested.


Scalability:
Many abilities of the Medic Healing Professions ("Medic, Combat Medic, and Doctor") are scalable in the sense that you start with, for example StimPack A's, but then graduate to B's C's D's and E's while others, like the Revive Pack, are a single level ability.


To allow for scalability of the MindPack this would require that this ability come early to the one of the Medic Healing Professions which would allow for a more wide spread use of this ability instead of trying to restrict it to a limited few.


But because we are talking about an ability that heals damage, then it should scale. Revive packs have no need to scale as it can accomplish its task (reviving a player) at its initial state, and because any doctor using this pack can easily heal the revived player with the vast array of healing abilities. Stating this the MindPacks should scale from A to C, or even possibly E depending on which class(s) may get this ability and when.


Game Effects:
The end result is that a player using a MindPack can heal another players or possibly their own "Mind" stat pool.



  • Damage Healed: The amount of the Damage healed should be equated to the already established StimPacks. So a MindPack A should heal in the same variance as a StimPack A.

  • Cost of Use: To limit rampant use to exploit elements in the game designed around a constant drain of the "Mind" stat but keeping usability as a core concept, this ability should cost the user at least twice the amount mind of a similarly rated StimPack.

  • Cost of Crafting: The Basis of the established StimPacks is a good start. However, I would put one additional restriction on its creation. For resources directly being used for its crafting (not sub components) they should have requirements for specific types of resources, but not necessarily from a specific location. In example: Currently StimPacks just use "Organic" and "Inorganic" resources to make, a MindPack C would require "Domesticated Wheat" and "Platinum Copper" from any source while still requiring a standard/advanced Bio-Controller, Liquid Suspension, and Chemical Effect Controller.


Who has the Ability:
Currently as of this writing there are only three (3) "Combat" healing classes, defined as the Medic Healing Professions. One of these is, by the virtue of its title, was designed around healing in combat, the Combat Medic.


Doctors, while masters of healing, are specificly designed for wound healing and they themselves have a class defining ability, Revive. The Medic Profession is a base class and due to this, and by virtue of such a powerful ability, eliminates itself or does it?


There are two abilities that must be covered. Who can "Use" the MindPack and who can "Craft" the MindPack.



  • Master Medics should grant the "Use" of the MindPack and allow for the crafting of a MindPack A. This would allow a Doctor or a Master Medic to at least heal some "Mind" Damage.

  • Mind Pack B's Crafting would come at "Advanced Combat Medicine Crafting" from the Combat Medic Profession. It would have a Medical Use of 55.

  • Mind Pack C's Crafting would come at "Master Combat Medicine Crafting" from the Combat Medic Profession. It would have a Medical Use of 55.

  • Ranged Mind Pack A's Crafting would come at "Intermediate Combat Medicine Crafting" from the Combat Medic Profession. It would have a Combat Medical Use of 20.

  • Ranged Mind Pack B's Crafting would come at "Expert Combat Medicine Crafting" from the Combat Medic Profession. It would have a Combat Medical Use of 40.

  • Ranged Mind Pack C's Crafting would come at "Master Combat Medic" from the Combat Medic Profession. It would have a Combat Medical Use of 50.

Thoughts?





TECalen

Kasha Svol, MCM/MD
Pistol Specialist
Lowca
Jingo9
Thu Jul 24, 2003 8:59 am
#15

Entertainers do not HEAL mond damage, they allow you to REGEN it faster. There is a big difference.

Entertainers reduce downtime, this has nothing to do with improving a groups ability in combat.

What Combat medics need, it a ways to help prevent "death by mind pool" with out

a - making them uber becuase they can heal their own mind
b - encroching on entertainers.


There are a few ways to do this, personally i am in favour of the horable ratio heal, our mind costs would be 1:1 or worse against what we heal.

Does this acheve the aim? Yes, if someone is going to die through mind pool, the medic can sacrifice their own mind pool for the good of this player, thus they keep the player alive longer. Nothing like as efficient as their health/action, but it does the job, it brings benefit to the group.

And the things to be avoided -

Does it make the CM uber? no, 300 is a whole ton of mind pool points, thus using mind heal severely cuts your ability to heal action/health. Also you can not heal your own mind as the costs outweight the benefits. You can also not group up with other CM's to any advantage.

Does it take over the entertainers role? No, it costs more than it gives, so it can not be used as a downtime reducing tool, except minimaly in that the medics 300 probably regens slightly faster than a fighters 200. Entertainers can not do anything for the mind pool during a fight so there is no issue there either.

So i say give Combat Medics a sub 1:1 mind pool heal, or mind pool transfer if you prefer to look at it that way. It doesn't unbalance anything or cut into any other proffession but it does make CM's slightly more attractive for group situations.

I would also like to see a mind pool buff specificly for CM's. Again mind pool is the major weakness for medics, that weakness should be significaly reduced for the elite medic class. A decent sized mind buff (3-500?), even a short lasting one, would greatly improve our desirability and effectiveness. If you want to make sure CM's don't use it on themselves for free pool increase, give it a -200 willpower and focus cost.



Jingo, Master Doctor
Jingo's Premium Medical Supplies.
Nohup1
Thu Jul 24, 2003 9:38 am
#16

Well said Awron;

I'm beginning to think some of these folks who don't want to heal mind-damage have never been a group healer before.

In my group, EVERY player has his mind-pool in the 8-900 range. Even the melee characters (tanks in other games).

They are dying from Mind-Incapacitations constantly, This is against stormtroopers, Not uber mobs way above our levels. What makes me frustrated is when I get told "Just help us shoot it". That's not why I took this class.

It's not imbalancing if I can heal all 3 mind-pools, If I can't then I'm worthless. And don't make me take up Dancing just to do the job of a CM.

Mobs do too much mind damage, PVP is nothing BUT mind damge. It's not overpowering to let me use my 200+ skill point profession to heal my groupmates damage. Not 2/3's of their damage 100% of their damage.

No excuse for this.
Elenora
Thu Jul 24, 2003 9:53 am
#17

Mind healing would be too overpowering to give to any medic class...


Anything less than a mind heal with the ratio of less than 1:1 would just mean infinite mind pool between 2 mind healers.


Anything with a less than a 1:1 ratio would pretty much be useless because is it worth burning a huge chunk of your mind pool in order to heal a mind incap player for a tiny bit of mind, just so they could take a mind hit and go incap again putting them 2/3 of the way to incap death? Trust me if you are in a fight that people are getting mind incaped left and right, the odds are they waking them up with anything less that 50% mind pool is just asking for another incap. Which is why the smelling salts idea is a poor one...


The only use for a mind heal of that kind would be usefull only for after batte when waking up a mind incaped player...and if you are out of battle there is not reason that u can not wait the 60-70 it takes for some1 to wake up. If you do need to run, use dragincap to drag the body with u.


There is not easy solution for mind damage. IN fact the solution to mind damage probably isnt even in the realm of medics. This is a general overall gameplay issue that involves class balance...





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Nohup1
Thu Jul 24, 2003 10:06 am
#18

Mind healing Is NOT overpowering in a medic class.

Doctors, and especially CM's spend tons of skill points to keep groupmates alive. That's what they are SUPPOSED TO DO!

It's like saying Bounty hunters are "Ovepowered" because they can kill things.

Get out of the Med Centers people. Try and keep a melee character alive against a stormtrooper.
Bet you can't do it! I know I couldn't. (he had 900 mind too)

If I had a weapon, I might have been able to help. Now tell me why there is even a Medic/Doctor/CM profession if they can't do this simple task.
Elenora
Thu Jul 24, 2003 10:10 am
#19

I have...please dont accuse people of not having tried to keep a grp alive...


if you are constantly getting mind incapped..you are probably trying to kill mobs that are way to hard for your grp...


I find this to happen a lot with grps. They over estimate their own power and get owned...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Nohup1
Thu Jul 24, 2003 10:14 am
#20

2 on 1, Me and a master scout, most of the way up to master fencer.

Against a stormtrooper.

1 stormtrooper.

he owned us, well, he owned the fencer I ran.
humiliating.......

If I had a gun I would have at least been useful.
this needs fixin' bad.
Elenora
Thu Jul 24, 2003 10:15 am
#21

What con was the trooper?


Ever think maybe the trooper was above your grpslevel?





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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Nohup1
Thu Jul 24, 2003 10:25 am
#22

Everything cons red to me... I don't even carry a CDEF since I got CM.

But it's not the con that's important. The group, (duo actually) was no better than a solo.

I'm tired of just mashing buttons, waiting for people to go down with mind-caps. And let's not be mistaken, nearly every mob in this game does mind-damage, every player who's considering PVP later on is doing mind-damage.

Mind-damage is the only real health bar that matters. And I can't do a thing to cure it.

Not fair to the "healing" classes to make them useless, just so they aren't overpowere.
Elenora
Thu Jul 24, 2003 10:30 am
#23

excuse the sarcasm...but
OMG you couldnt duo a red?


Maybe thats the problem...


Too many people in this game think ok we got 20 people. Lets find the hardest thing on endor...


Mind incap in PvE for the most part is a result of very long and drawn out battles. Granted there are some mobs with rifles that target mind pool which is annoying...


Usually a battle that is so long and drawn out that everyone in the party goes mind incap is because the mob is too hard...


I find that if my grp stick with reasonable mobs. mind incap problem disappears...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Elenora
Thu Jul 24, 2003 10:31 am
#24

try putting on a weapon and coning a mob before u pull it



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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
JoramHH
Thu Jul 24, 2003 10:58 am
#25

This thread quickly got retarded.


First of all, entertainers do heal mind damage. They heal mind wounds and they heal Battle Fatigue too which lowers all stats. If you want to say it's just regen'ing faster, fine. Then stimpaks just regen health faster. Whether you are technically correct or not doesn't matter, it's just semantics. The end result is the same.


Second, what Elenora said. If you keep finding yourself getting whipped on by stormtroopers, then you are obviously not strong enough to take them on. Here's some advice, fight paralopes.


There are a couple of quick and EASY field-expedient measures you can do to heal your mind if you think you are about to get zapped. That's food/drink and spice (someone correct me if I am wrong on that, I just heard that I hadn't actually taken any).


Sure it doesn't do any good once you are already incapped, but if you keep getting incapped quickly through head shots, then buy a better helmet or accept the fact that some members of your group are going to be incapped.


While the CM profession isn't perfect, there are other things you can focus on that need to be fixed. This isn't one of them. This is an obstacle that is easily overcome.




Elenora
Thu Jul 24, 2003 11:06 am
#26

acutually, entertainers dont heal mind damage, only mind wounds and BF...


currently there is nothing in the game outside those mysterious 3 stat heal Stim As that turn up every now and then, that heals mind damage...


remember mind damage is the white and wounds is the black...


entertainers can only heal wounds and BF




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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