Combat Medic Archive

Thread: Give Master Combat Medics a limited Mind heal ability

Elenora
Thu Jul 31, 2003 2:00 pm
#105

as for the the whole CH thing...ive given up...we all know the devs are all pokemon fans and what this game to be a zoo...its obvious...so im not even bothering with any of the CH/BE stuff...


its a joke...the devs love pets...suck up and deal...if u cant make a CH is my opinion..




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Shadmishek
Thu Jul 31, 2003 2:09 pm
#106

Ah, I figured I'd be able to agree with Elenora soon enough. When I say up to 1-1 mind heal, I mean ratio of mind points healed to mind points expended, not a full transfer of mind pools. I agree with the PvP comment, rifleman take out a mind pool way to fast for some 40-50 point mind heal to be effective. However, in PvE combat, I think it would be useful, and I think it would give the CMs a unique ability worth pursuing, even ifat best it's buying you two or three hits, at least then you'd be able to do SOMETHING about people who are squeeking by on mind and you have to watch go down, also it would allow CMs to get someone up who is down from mind wounds, which I don't see as inbalancing.
Elenora
Thu Jul 31, 2003 2:16 pm
#107

how would u control how much mind u wanted to transfer?


and from my experience mind incap happen in PvE when the mob hits really hard...


its not a matter of buying time for 2-3 hits...its literally 1 more hit...


i have seen people with 800 mind pool go down in 2 mind shots..


now are u going to invest 600 or so of ur mind pool to wake a guy up so he can get 2 hit again?


it make sense on paper no problem, no exploits...but in practice, this becomes less effective...




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Shadmishek
Thu Jul 31, 2003 2:26 pm
#108

How much mind 'transfered' would be determined by the pak, mind healing should use a different type of ranged stimpak. Ratio of mind healed to mindused should be determined by the CMs combat medicine use skill. I agree, mind shots, and things aiming at the head are still going to drop people, but at my mid-level experience the off hitting mind shots do gradually take people out while I sit and watch it happen. I agree it isn't going to be terribly effective, but it would make the CM line more viable for people who, like many cm's, are more interested in being a healer than an ineffective DoTer, and being able to get people who are down on mind to stand up is reason enough to want a CM in the group.
Elenora
Thu Jul 31, 2003 2:47 pm
#109

Honestly the people who still love CM despite its problems are people who took CM for ranged heals...this is fine...i would say i was once of them at one time..


but damage is just crazy right now and even ranged stims dont help with PvP...mind damge or not...healing mind damage i dont think would help much...too much damage is being dished out over all, in H A and M...


hence now since my heals in PvP are crap, i want my dots so i can kill too...


but back to the orginal topic..why should CMs get mind and not doctor..or medics..or for that matter some other class...there needs to be a solid reason that CM class would get this potential powerful ability...




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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 31, 2003 3:10 pm
#110

one solid reason == it's the only thing that will allow us a chance to do the thing we took this profession for, help groupmates avoid incapacitation.

It's not perfect, and it's not nearly enough, but it's something.

I'm beginning to think you've seen enough PVP to realize that food and spices aren't enough to keep you alive on the PVP battlefield. (the way it is now, healing's a joke too). But at least if we could heal mind, then we could revive and stim people back into the battle.

At this point, I don't care if it makes me overpowered, I don't care if it gives me unlimited HAM. I took CM and Doctor so I could keep my group alive, and the ONLY BLASTED way for me to do that is heal all 3 pools.

Don't blame me for wanting overpowered toys... If the only way to fight overpowered attacks (eye-shot, mind-shot, rancor-shot) is with overpowered healing. Then SO BE IT.

Yeah, it'd be nice if poisions worked too. But I'll take what I can get.

Besides, if you put it in another profession, ALL you do is make CM's and Doctors take ANOTHER profession, just to do the job of 1. We already have 3 professions for healing, medic, CM, doctor. But now we need a 4'th??? come on, get real. All you'll do is make cookie-cutter classes. HEALER==CM/enough Doctor for revive/mind-healing profession. It's wrong to do that to healers. Let them have some fun outside of healing.
MichaelF77
Thu Jul 31, 2003 3:28 pm
#111

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At this point, I don't care if it makes me overpowered, I don't care if it gives me unlimited HAM. I took CM and Doctor so I could keep my group alive, and the ONLY BLASTED way for me to do that is heal all 3 pools.
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It's unreasonable to ask for things that make you overpowered, no matter if you care or not.

Also mind healing (as Elenora is trying to explain) will not HELP you - because many classes do NOT use mind damage, they use action/health shots for huge damage.

Until the damage is toned down (or resists are in game) the COMBAT part of combat medic comes from doing damage, and that comes from weapons or poisons, and that should be fixed first.

I would rather see developers work on issues that really help our class than making it overpowered and ruining ballance even more and then swinging a nerf bat - and you know - once nerf bat swings EVERYTHING is getting nerfed, not just one trully lame thing that makes class overpowered.

> food and spices aren't enough to keep you alive on the PVP battlefield

It's enough to give you an edge over opponents if they don't use it.
So here is the message to all rebels of Chilastra: PLEASE DO NOT USE SPICES THEY SUCK.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Nohup1
Thu Jul 31, 2003 3:49 pm
#112

Honestly, mind-healing WILL help me, everybody is doing mind-damage, rifles, eye-shot... It's owning the battlefield.

Why is that? It's because we can't heal it! So if you incap somebody with mind-shot they stay incapped (big advantage). If you incap them with those "Huge" H/A shots, I can stim them back to the fight.

Can't you see that the inability for medics to heal mind makes mind the ONLY damage type worth pursuing?

As for the rest of your post, all your saying is that everything's broken, damage is insane, and CM healing is worthless. But if you do the one thing to make medics NOT worthless, then WE'RE the ones who'll be overpowered...

Great fix there. Let's just wait till they tone down EVERYONE else's damage, then we'll have a purpose.
Unless they're using eye-shot... then we're still worthless.


Oh, and spices??? Get real. By the time you regen up your pools the enemy is either nowhere to be found, or they've already killed you. And it only takes 1 fight while spice-sick to realize that it's not worth it.

I do happen to be a rebel on Chilastra... I should be easy to find. I'm the one who won't be puking up with half my HAM bars spiced away.
Nohup1
Thu Jul 31, 2003 4:04 pm
#113

Fine with me.

Never considered putting it in doctor line. But I suppose medic line works just as well.

Don't think mind-healing wouldn't be a mixed blessing to CM's as well. We can do mind-damage with our sure-fire, ever-reliable, never-resisted poision-packs. So we're in effect nerfing ourselves for the good of our groups.

I know I always use mind-poisions over the other 2, (assuming all enemy pools are somewhat equal). Because I know even if there's a medic type in his group. He'll still get incapacitated. Plus I know his mind won't be buffed.

Just something to consider.
MichaelF77
Thu Jul 31, 2003 5:20 pm
#114

> all your saying is that everything's broken, damage is insane, and CM healing is worthless. But if you do the one thing to make medics NOT worthless, then WE'RE the ones who'll be overpowered...

EXACTLY!! Yes. If you "fix" JUST us then we will be overpowered.
I say fix the balance overall.


> Great fix there. Let's just wait till they tone down EVERYONE else's damage.

Exactly. Instead off half-*edited* atempt to make one class overpowerd - let's fix everyone to make battles last longer.

> Unless they're using eye-shot... then we're still worthless.

Yeah, but I don't want to play "I WIN" class. I don't mind if A class gets mind heal, I just think giving it to medics (CM or Doctor) will make this class too overpowered (how would you call CM if he has mind heal AND damage is toned down) ?


> Oh, and spices??? Get real. By the time you regen up your pools the enemy is either nowhere to be found, or they've already killed you.

It takes seconds to regen fully.


> I do happen to be a rebel on Chilastra... I should be easy to find. I'm the one who won't be puking up with half my HAM bars spiced away.

Cause you'd be heading for med center to heal after DB.
But hey - put your money where your mouth is, how about duel, me spiced up and you non-spiced, no pets ?



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Nohup1
Thu Jul 31, 2003 5:44 pm
#115

Well, I'll say this... you're certainly upbeat about all this.


I agree though, If the devs agreed to Nerf the truly overpowered classes, ALL of them, And take mind-damage out of the game. Then, CM's would be just about right.


But, let's be real. they'd be nerfing a great majority of their clients. They'd never do that. You saw how fast they backed off the CH nerfs.


I can't see the game's designers taking the 1-shot mind-damage kills out of the game. They were there in beta, and the devs didn't seem to mind too much. The changes necessary would be huge, and would affect every combat-related profession in the game.


Overpowered is relative. With all the super-charged damage being done in PVP right now, the 1-shot kills, the trememdous mind-damage. How would my being able to heal mind-pool be overpowering?I could maybeget someone back up from an incap, and back to the field before I'm 1-shotted? That's not overpowered, it's really pathetic. And it's all I'm asking for.


They're not going to make the nerfs. We have to get our class fixed. That means mind-healing.


And as for the duel... no doubt, you'd own me. I sold my weaponskill back for artisan survey. I'm a healer, not a fighter. (too bad I picked the wrong class for that)

MichaelF77
Thu Jul 31, 2003 6:15 pm
#116

> Well, I'll say this... you're certainly upbeat about all this.

Sorry you are right, sometimes I am, but I play Ranger in DAOC

> You saw how fast they backed off the CH nerfs.

That was disenhearting I agree

> How would my being able to heal mind-pool be overpowering?


I can see 4 ways to implement Mind healing:
#1 Mind healing does not require HAM cost
#2 Mind healing require HA cost
#3 Mind healing requires M cost with 1:1 or lower rate
#4 Mind healing requires M cost with more then 1:1

Note that case 1,2 and 4 give you unlimited healing, and case #3, have been already explained, will not help you healing any.


Here is another way to look it:
If entertaines get it (which I am all for BTW, as long it's not novice
entertainers so they can't be medic+entertainer)
Duo of CM - Entertainer will be hard to beat, but not impossible - kill one and another one falls.
If CM (or doctor or medic) gets it:
Dou of 2 CMs will be impossible to kill, they are interchangeable, 2 can heal each other for a time long enough to kill.


> They're not going to make the nerfs.
I assure you the nerfs will be coming.

> We have to get our class fixed.
Agree. The strength of our classes please (poisons)

> That means mind-healing.
That's not fixing, that's overpowering.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
Redtwo
Thu Jul 31, 2003 11:38 pm
#117


With the game designed as it is I think that any significant mind healing would be a bad thing. A small amount I'm ok with, but only so it might sway a close combat, maybe. What I was thinking of, and forgive me if someone suggested this or a variantas I'm don't have time to read 6 pages, is personal shields that only protect one of the 3 of the HAM. For completeness there should be one for each: health, action, and mind. But all we would really care about are the mind ones. PS's right now are considered near worthless. I think plp don't use them correctly, but what ever. Currently they absorb damage for all 3 of the HAM and are used up pretty quick. I would hope this would be a quick thing for the DEV's to program and implement.


Anyways, my 2 cents




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