Combat Medic Archive

Thread: no mind damage deaths

jebewa
Mon Sep 15, 2003 7:02 am
#1

heres a possible solution to not being able to heal mind damage. when a player gets mind incapped, either the health or action have to also be taken down before a deathblow can be applied. this would not stop people from spamming mind attacks and force them to use another attack to finish the job. as medics we could keep the body alive until the mind comes back. i think there us nothing worse then losing a team mate from a mind attack followed by a deathblow. even tho i can revive them it still sucks. also, if your the only medic in your group and you get incapped from a mind attack, another member with some medic skills can keep you alive by healing the body until your mind comes back.


this is just a random thought so let me know if you think this is a good idea?



Jersa Nom - MCM




To continue, press any key. Where's the any key?

Jersa Nom - Rebel Colonel
Gecin Sinasy - Jedi since Jan 04
Shadowrealm, Naboo
Happymob
Mon Sep 15, 2003 7:45 am
#2

I've seen plenty of mind incap alternatives, but this one appeals to me more than most. Rifleman are still useful as mind incap still takes you out of combat temporarily. In fact, you'd probably be out of combat longer because you won't be able to storm out of the cloning center as quickly. But in both PvE and PvP, the healers will still be able to keep you alive (though not necessarily in the battle) by healing your health and action.


Like any change to mind in combat, this would need a lot of testing for balance, but on face value, I really like this.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Grayswandyr
Mon Sep 15, 2003 9:05 am
#3

It's a good idea but there is still a pb : 3 incap and your are death. They may change that too for the Mind pool.



Master Combat Medic
Master Doctor
Kauri - Corellia
Agent001
Mon Sep 15, 2003 9:28 am
#4

I think this is a very good idea. With further thought and testing, this could be made to work very well. Even if you leave in the3 incap death, it would still be a much more playable and enjoyable situation.

nerfhearder1
Mon Sep 15, 2003 1:08 pm
#5

The idea sounds great, but not viable IMHO. I'm a Medic and there's no way I'm going to heal some guy lying on the groud while his mind regens, PvP is too fast for that and they ppl fighting need heals more so than the incapped. Also, if they do that then there'd have to require mind to be deplenished on all players before death not just any two pools to be fair about it. Few classes directly attack mind and that is their perk "Combat" Medic and BH for example, are noted as combat type classes and therefore should act as such.


In a more passive sense, what's the penalty for dying PvP? 10-20 FPs gone? No big deal.Complete one faction mission and regain that three-fold. And after you die, reclone and get the TEF revenge. What an advantage!


Compared to dying in other PvP type games, SWG is relatively painless. However, hammering away on a incapped opponent or trying to heal a downed ally seems like it may be.

Happymob
Mon Sep 15, 2003 7:47 pm
#6




I'm a Medic and there's no way I'm going to heal some guy lying on the groud while his mind regens, PvP is too fast for that and they ppl fighting need heals more so than the incapped.



There are two current complaints about mind being unhealable. In PvP (particularly in groups with good medic support), it becomes the dominant damage done. This would remain true as you still want to knock your opponent out of the battle. But it does make actually killing someone trickier as you ned the health or action damagers to deathblow. Also, you would still have the opportunity to balance mind attacks like eyeshot if it turns out to be necessary.


The other complaint is in PvE. Medics complain that they can't keep people alive because eventually, the mind drains from mob attacks. This completely solves that. Someone drops from a mind hit, then so what? Everyone else keeps fighting. As long as the entire party isn't overwhelmed by a large mob, you don't have to worry about the occasional mind incap (and instant deathblow) anymore. You do have to worry about the medics running out of mind, but that's fine. You don't need mind healing or better mind buffs nearly as much if you simply remove deathblows from mind incaps.


I'm not completely convinced this is the answer, but I see very few downsides.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


shardy
Tue Sep 16, 2003 5:26 am
#7

i like it. now why didn't i think of that?



shard

Zarlor
Tue Sep 16, 2003 7:53 am
#8

Still kills mind-damage dealer abilities to DB. Rifelman would be realtively worthless damaging a pool that means nothing, in effect. They would need some other deamage dealer in order to do anything. All they would be doing is stopping other mind users for being able to do mind things. What would a pistoler care?


Where is the balance between, say, a duel between a straight Master Rifleman -v- Master Pistoleer? Let's say that Riflemen gets the range advantage (ignoring the pistoleer range strangeness right now, mind you) and gets in the extra shots so that when the pistoleer gets close he is down to where 1 hit will take out his mind and the Rifleman is where 1 hit will take out his health.


That's balance, to me, the pistoleer hits that rifleman 1 more time and the Rfleman goes down.


But, in thsi scenario the Rifleman gets the drop on the Pistoleer competely draining the pistoleer's mind and the pistoleer... um.... wellI guess he gets the last shot after all killing the rifleman despite having no mind because he didn't need to use a special and his speials don't use mind anyway.


See the problem?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Tue Sep 16, 2003 7:55 am
#9

Grrr... wrong assumption. I sehwere the incap comes in. Ok, so scratch that change sceanario.



Rifleman incaps pistoleer than stand around because he has no way to DB the pistoleer or to damage their H/A pools.


Pistoleer gets up, incaps the rifleman and get the Faction glory by delivering a DB because he incapped on Health.



(Don't ask me what I was thinking in that last post. My head is a little wonkey this morning.)




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Hawkstone
Tue Sep 16, 2003 9:46 am
#10

My only thought (that semi works), is that you doNOT incap from mind damage.


Low mind means you cannot use special, stims, poison etc (as now).


Rifle spec has an additional skill 'incapaciate', simular to their ranged DB attack. This attack incapsa player with no mind.


Riflemen should be happy, and it lowers the issue with mind damage rulling pvp.


My 2c


Hawks - Flurry

Oback
Tue Sep 16, 2003 6:47 pm
#11

the problem with hawkstones idea is that combat medics couldnt fight at all, unless they have other skills, and any other class would be mind shot, and be incaped another way because they couldnt use any of there specials, but i do like the idea about no incap for mind, and using other means to kill your target........



Master Doctor


Master Combat Medic


Doctor





pikesman

master commando

Rebel till the end
Hawkstone
Tue Sep 16, 2003 7:43 pm
#12






Oback wrote:

the problem with hawkstones idea is that combat medics couldnt fight at all, unless they have other skills, and any other class would be mind shot, and be incaped another way because they couldnt use any of there specials, but i do like the idea about no incap for mind, and using other means to kill your target........



Master Doctor


Master Combat Medic


Doctor









Agree it would be a nerf to CM's Oback. For a CM to effectively kill someone it would require 2 poison applications, one mind (to stop healing), and one health/action (to kill the person).


It would alleviate the complaints about mind poison being too strong though. But it would need to be mirrored with some CM love though, to balance the nerf.


- I would love to see some help for CM's in pve also.. poisons ticks on a 4k+ mob is laughable.. but thats a different matter


But i do agree Oback, my idea has several holes in it :-)


Hawks - Flurry


Master CM / Master Pistoleer

ebew
Wed Sep 17, 2003 5:33 am
#13

The problem is that one of the rifles biggest advantages is that mind damage cant be healed. A rifle up close sucks, a pistol far away is just as affective as a rifle and rifles r very slow unless u get a spraystick. Unless this has changed.
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