Combat Medic Archive
Thread: No Mind Stims in Publish 8 :(
Violet Vette, Radiant
MCM, pistoleer
Squiders, Radiant
Weaponsmith, and Maskscent for resource gathering
Shazahbaa wrote:After the Crafting Experimentation experience, we realized that we need to spend more time than a single publish to truly accomplish our goal, which is to make combat fun and engaging. To have the depth to combat that I think everyone wants in the system we want get much more player feedback and balance on these types of things. We will be developing the Combat Balance separately in a Sandbox over a long period of time,
*sigh* I had typed somehting diffrent as a replie... but it was written under a somewhat angry background so I decided just to write this:
I'm disapointed
Tragg wrote:
Face it there are more important things that need to be done anyway, like a new user guided tour through the professions.
ROFL
lol
Good. The inability for players to heal the mind pool is the only thing keeping PvP in SWG alive. Unless composite armor gets nerfed, it should stay this way.
Ever seen twoDoc/TKMs in 80% kinetic armor duelling? It never ends.
There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.
Stims in general should take points to raise. you should need a much higher skill to use each simt listed.
Badbrew wrote:
There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.
Stims in general should take points to raise. you should need a much higher skill to use each simt listed.
It really makes no sense at all that anyone with novice medic can use stim bs, for example. They should be restricted to med use 15 or 20 or so, of course if you want to invest experimentation to bring them down a bit, go right ahead. But right out of the box at Med use 5? I don't think so...
Bamboozle wrote:
Good. The inability for players to heal the mind pool is the only thing keeping PvP in SWG alive. Unless composite armor gets nerfed, it should stay this way.
Ever seen twoDoc/TKMs in 80% kinetic armor duelling? It never ends.
Nerf armor, food and buffs 75%.
Then e will be right on track. Maybe even CM damage will ned to be brought down by 75% after that.
I agree with that completely. People that just get medic to heal themselves on short notice and not invest any time can still use the products that we invest our time into making. It's odd that from A-B has no med use requirement, and then B-C is 5-30ish. Good so only invested medics can use them but odd that the difference is so large. Just push B up the ladder to 15 or 20.
SioBabble wrote:
Badbrew wrote:
There are some major issues of balance at present with healing in general. Stims are way too easily used by novice medics. If the mind stims were on the same par it would be a mess.
Stims in general should take points to raise. you should need a much higher skill to use each simt listed.
It really makes no sense at all that anyone with novice medic can use stim bs, for example. They should be restricted to med use 15 or 20 or so, of course if you want to invest experimentation to bring them down a bit, go right ahead. But right out of the box at Med use 5? I don't think so...