Combat Medic Archive
Thread: % of action/mind ussage for heals....are these how they should be?
BadgerSmaker wrote:
Oh, did I mention that along with increasing the action costs on our heals and debuffs, they are removingall mind costs from Jedi heals?
BadgerSmaker wrote:
MolemanMole wrote:
Sorry i might of jumped the gun a little on this. Just makes me mad they mess with stuff after people get used to it. Id say let jedi have theirs pearls, and crystals. and let us have our stuff.
Appreciate your hard work guys!
What you need to go is what Brainplay did, come up with constructive reasons why this is a poor decision.
When you all have enough ammo to throw at the issue, Psionic can go slap a dev with it.
nerf wars FTL!
MolemanMole comes up with a constructive suggestion "let jedi have theirs pearls" which is all we want along with the speed issues fixing for all proffesions. Yet i find the pistoleer correspondant instead suggesting, on the combat medic forum, the best ways nerf can be cried. I hope you are proud ![]()
The way I see it, this type of increase in action and mind cost for healing and debuffs effectively removes CM and Doc from being viable support professions. This essentially means that anyone tasked with healing roles in a group has to choose either to be purely a healer or an active combatant, and won't be able to play a mixed role in group settings, either PvE or PvP. And essentailly negates half ofany healer-orientedtemplate in combat senarios. And will completely negate any solo ability against high-end mobs.
I also have to say that I'm a bit confused as to the reason for the increases in the first place. Why are the costs being increased as such? Probably won't get an answer to that question but it can't hurt to ask right? I get the feeling that a lot of this has to do with Jedi vs CM / MBH-templates, and without considering the ramifications of this change to all styles of gameplay, this will have far reaching effects which have nothing to do with Jedi vs BH.
I like the suggestion of leaving the costs for healing the way they are now, and possibly reducing the Jedi cost for healing 1-2%, to balance the fact that they are supposd to be 1.5X stronger.
I also like the idea ofspreading the healing efficiency modifier across the healer skill trees, and would actually prefer this solution. This will not discourage dabblers, and I see no reason to discourage dabblers anyway. But, will have an appropriate reduction in their effectiveness compared to Master Healers, and personally I believe this would retain balance across healing in templates.
Dabblers would have less effective heals they would need to use more often, and Masters would have more powerful heals they would need to use less often.In group settings this would balance as well, since the majority of healing would come from the Master templates but be supplemented by healing dabblertemplates, and still not reduce the combat effectiveness of either MCM or MDoc, which get very little in the way of offense or defense for their skill point investment in their healing professions.
Message Edited by Smuggly1 on 10-11-2005 10:32 AM
Message Edited by Smuggly1 on 10-11-2005 02:43 PM
non-jedi don't have force,so getting the triple tax doesn't mean anything
Iawalein wrote:
RebMBH wrote:
Just outa curiosity, do jedi heals have an action cost or just force and mind?
Not crying nerf just wondering because I don't know the answer.
Jedi heals have force, action AND mind costs. We're the only ones who are triple taxed on heals (and all other actions for that matter).
Nathanielstarr wrote:
As long as it's even its a good thing. It will make you have to use heals more wisely and fights will not be quite as long.
I'm more concerned about what they are doing to pistoleers in pve.
It will be even more of a mind war... remember the old days pre-cu? It was alwasy about mind...welcome back!
BadgerSmaker wrote:
Oh, did I mention that along with increasing the action costs on our heals and debuffs, they are removingall mind costs from Jedi heals?
This is all on TC-Prime at the moment and will probably go live unless someone can come up with a constructive arguement against it.
I'm not sure what to say at the moment and all my time was taking up killing the crowd control nerf. Any suggestions?
Here is a solution...REMOVE THE FORCE BAR...then perhaps mind cost to Jedi heals will be reasonable.
now where did jedi say we wanted to get rid of mind costs for heals? i can't remember a post about it, i remember a lot of people saying get rid of force all together but not mind costs.....
*and to that one guy a lota posts up that said it's a little force cost to use heal, it's like over 100force which is a lot*
BadgerSmaker wrote:
MolemanMole wrote:
Sorry i might of jumped the gun a little on this. Just makes me mad they mess with stuff after people get used to it. Id say let jedi have theirs pearls, and crystals. and let us have our stuff.
Appreciate your hard work guys!
What you need to go is what Brainplay did, come up with constructive reasons why this is a poor decision.
When you all have enough ammo to throw at the issue, Psionic can go slap a dev with it.
Nathanielstarr wrote:
I think the answer is be a good little boy and go Jedi.
Thats SOE's answer for everything. Why be anything else besides a Jedi? Jedi have taken over PvP. Wonder why? Jedi are better for PvE. Wonder why? Jedi cry nerf and have the nerve to say their profession is worse off than regular professions. LOL
Yet spin groups still rule dantoonie....![]()