Combat Medic Archive
Thread: Mind Heal
It's a copy of the suggestion I have just send to SOE, i will know your reactions about it
The incapacity to heal the Mind pool is a big problem for everyone, but I can understand your position too.
So perhaps this post may solve a part of the problem.
Giving the capacity to the Healer (Medic / CM / Doc) to heal the Mind pool is too powerfull because they may have a permanent Mind pool. That's correct.
But now imagine this :
Each stimpack may heal the 3 pools, but Mind pool is only healed if there are Health and/or Action damages and this for 10% of the H+A damages healed.
This will say a healer must be damaged to regain some mind, but 10% of the H+A is very short, you can heal Mind for around 100-150 dmg on an unbuffed player.
If you have an huge buff (like +3000 in HA) you may able to heal for around 600 Mind.
As CM I don't fight because there's a timer (Combat queue) on my heals, and so I might be unable to heal my own Mind Pool. But I can solve the Mind problem (Mind incapacity) for my group.
Now you may change this to give a bonus to anothers classes.
Ex : for the healer the Mind heal is 5% of HA damages healed, if you have a Squad Leader he give you a 5% more bonus, Danseur/Musician 5% too.
You may restrict the 5% Mind heal to the advanced professions, perhaps to the Master profession titles. So a Combo Master Doctor / Master Combat Medic (or Master Dancer / master Musician) have a 10% Mind heal.
You may restrict too this to one player of each professions per group too. So the higher bonus should be 25% (Doc + CM + SL + Musician + Dancer), or fix a maximum to 15-20%.
I don't think it's overpowered...
This help only player who are fighting, if someone have a Mind Poison and isn't fighting he can't be healed, only cured. A healer, who isn't attacked, can't be healed.
If someone is incapacited in the Mind pool without any other damages he can't be healed.
I hope this might help.
(ps : sorry for the bad grammar and/or fault, but I speak mainly french).
I have posted a suggestionI made to SOE on the Doctor Forum
http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=10168
Check it, I'm curious to know your reaction about it.
Why ask for our suggestions after you send it off?
It's pretty bad. Sorry. Keep it simple--allow mind damage healing with stims, but, medics and doctors can't be healed this way. This way we eliminate the infinite healing problem.
This prolly sucks too. Just all I could come up with in 2 mins ![]()
First of all, keep in mind if mind was become healable in some form or another, this will be a knock on the rifle user, with that being said I also think its a problem that the real power from the rfilemen comes from the fact that mind isn't healable - that makes mind healing even more tricky.
Mind healing from stims would be the best choice imho too, but I they mind stims should be in the same form as the other stims - since the really high mind heals. The problem is really to add a negative effect on the mind heals that limit their use, as I think that mind heals should be available to combat medics and doctors only.
One thing is for sure though, they can't just copy the stim A-E system we have for health/action now. As healing your mind by that high number would make the healer unstoppable (in healing that is). I'll try to list some ways that I feel may be usable:
The good effects:
make the mind stims cap at 500 power and require either master CM or Doc, this would still be very close to a full mind heal for most. Also mind heals should only be available in the two elite classes.
The bad effects:
This is really to avoid healers of healing non-stop, and for each stim used you need a window where the rifleman or whoever may be attacking you has a chance to negate your healing.
One solution could be to add a timer, maybe have mind stims A B and C and have 10s 20s and 30s respectively, where the doc, after using a mind stim would be unable to heal anything. This would be fairly balanced if the doc is alone, but if he has another doc with him well you get the picture.
Mind stims could also inflict wounds when they are used, this would of course also allow the 2-doc situation, but in order to heal the wounds they get, they'd have to crank out a droid or set up a camp.The mind wounds that are inflicted should experimentable, so a good crafting doc would be able to experiment the amount of wounds down (on the cost of powerof course).
Or, this could be true for both of the above, mind stims should only be usable when in peace mode (well when ever you'r not under fire) this way the stim would be limited to being used only to reduce downtime or to bring someone back from a mind incap.
Personally I'd prefer the stims inflicting mind wounds AND only being usable when in peace, this way they can't be used without end and they will not affect combat (that much). Of course this brings another problem to mind- when having a mind bleed or DoT on you, are you in combat or not?
Anyways just a few thoughts, I'd like to see mind heals in game but I'd also like to see them in a reasonably balanced version.
They CAN and probably WILl go back to making mind healable (it was in early Beta but they backed off due to exploitability of it.)
As you not, however, allowing mind healing screws over mind damagers, so there needs to compensation. No matter what other problems may lie with Rifle use it should be noted that any suggestion for Mind healing would REQUIRE that mind damage dealers be given some increases, such as greater mind damage, or greater damage to the H/A pools.
Well sorry but i can't really agree with your reactions...
Mind is the only statthat can't be healed, and almost not buffed or for a very short times, or medium if you arewatching/listening for 30+ minutes to a Master Dancer/Musician. And that pool can be drain out in 5 secondes chrono by some professions. (1 sec/shot with an AT-ST)
SOE have removed Heal Mind because the perma heal effect. With this proposition the perma heal is still almost impossible, but it can help togo againstthe Mind Incapacity effect in fight.
Yes i know this isn't THEsolution so far, but it's atleast a partial solution. I'm not here to make the SOE job, but atleast,this can solve some problems.
Zalvor, you said this system need a change for Mind damagers. Indeed... But it's the SOE job to find a balance between classes, not mine. And for now Mind is still aproblem for a lot of peoples.
Everyone can hit the 3 pools, some professions can target that pool directly.
Why Doc / Medic are unable to cure the Mind incapacity while they can do it for Health and Action ?
I try tohave a global vision of the problem. It's sure, there're specific situations where it's not a solution. But it's why the Test server exists.
*** Edit: Don't troll
Message Edited by Jeassa on 09-14-2003 09:19 AM
NEVER MAKE MIND HEALABLE, WHY SHOULD IT BE? BECAUSE PEOPLE DIE? IT'S COMBAT PEOPLE DIE!!!! "well..... well..... people can spam Eye-shot." Too dammed bad become a Bounty-Hunter, "well...... welll....... people can AOE poison mind"3 solutions a) get rid of mind poison, b) take away mind poison's AOE and make it target singel players, c) deal with it.
A pissed rifleman, Holo said basically "Since riflemen kick ass in mind damage thats the reason their DPS sucks, take 2.5 meele damage, and have HAM costs that kill them before they kill you" yet we don't have an AOE mind bleed or a headshot that uses action, ya were the best at mind damage.
This is coming from a former Chef's point of view, but i think that keeping mind non-healable is made to force people to eat foods that enhance mind, focus or willpower. Seeing as though chef's dont provide any real benefits (a few foods aside) other than mind boosts, it seems to me that SOE had intended for food to lighten the damage taken by people if their mind bar was attacked directly, granted, a rifleman would still take out someone fully buffed with food failry easily.
Just a thought.
Bubbl wrote:
Just make it so you're unable to be incap by loosing all your mind. If you run out of mind, you simply cannot cast spells/use skills that require mind pool usage.
Cast spells? What game are you playing? Get over the "casting" part of using skills. I just really bothers me that people refer to using skills as casting a spell. This is not EQ or whatever other game that uses magic.