Combat Medic Archive

Thread: Thoughts on the current mind heal implementation

Vodo_Baas
Wed Oct 22, 2003 9:09 am
#1

I'm pretty sure most players agree with a mind damage heal needing to exist in some class. As far as giving it to combat medics? Well looking at it objectively its just as good as giving it to any other class really. The other classes that seemed likely to get it were the Entertainers/Dancers/Musicians or the Squad Leaders.

If you look at the Combat Medic class, you may notice that while is generally viewed as a Combat or fighting class, but if you check the skill set and abilities it just doesn't match at all with the true combat classes. Perhaps the original intent was to make an extremely skilled healing class, if you look at Doctors their focus is mainly on wounds not damage. Perhaps giving Combat Medics the mind heal is an attempt to push us away from engaging in combat and being more of a healing support character by giving us more abilities along those lines.

Entertainers were always the mind healing class so giving it to them seemed logical. Their class is for socializing, and really a pure support role not intended for field use unless they had a second profession. If they were givin the mind heal ability that would be their one and only contribution to the group during combat. With the min heal as it is, giving a fairly hefty dose of mind wounds, won't that encourage groups to take an entertainer with them? Medics use their mind for everything, if those wounds build up we become worthless. If you bring that entertainer with you can patch your medic up as needed. So in a roundabout sort of way it does give them a use in hunting groups.

Squad Leaders were asked to get the ability, I think a lor of that sentiment was because they have no working abilities as is. They seem more dedicated to leading the group, and bososting the member's abilities so they fight better, not healing. I agree they need more abilities to justify the cost to get the class, but I'm not sure healing is the way to go with them.


Since it seems like the Devs favored the medic line odds are it will stay there. We should just make do with its positioning and make the best of it. They haven't impressed me greatly with making changes that the players request, so I can't see our rantings having any different effect here. The best we can hope for is to have it moved in the medic line (similar to the Bounty Hunter's Eye Shot).

If this ability goes to a medical profession, Master Medic does sound like a better place to put it. Since they have the other tend commands, and are more of a jack of all trades as far as healing. Then you can base the power of the heal on the medical use, or combat medical use (perhaps an equation that uses both) to it grows with the character. The Combat Medic line of helaing (and everything else) is based on ranged usage, all of a sudden needing to run to your target will be a big change.

With the proposed numbers (roughly 300 heal to 45 wounds, and can't be used on yourself) it certainly won't become a stable heal of any medic. The major thing it will bring is the ability to pick up a player who is mind incapped. That alone will be worth having the skill around. I can't imagine it getting extensive use heling HAM in combat, especially considering most pets do the tanking, and healing 3000 HAM by 300 increments will result in more wounds than any player can withstand. Possibly a quick HAM heal for weapon special costs and gettign mind incapps dealt with and that will be the extent of it.

Just a couple opinions for those whoe are interested.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Kirillian_NaJax
Wed Oct 22, 2003 9:34 am
#2

My thoughts:


Master Medic would have been interesting, as it would have given the ability to doctors as well.


Entertainers: Most of them are non-combat or only have some as a side skill. It's not so much giving us a reason to take them, but giving them a reason to want to go that's an issue. I and my PA havealways been willing to take people with little or no combat skills if they're willing to listen to directions (hell, one of my old hunt-mates was a musician/Master tailor) but many are simply not interested. Also, they've been the mind wound healers, and damage has always fallen into the pervue (sp?)of Time.


Squad Leaders: They considered an equilibrate command for SLs, but in essence they would be A> stepping on Zabrak's toes and B> creating a group effect with potentially harmful effects. I can just hear the medical guys screaming the first time an SL hits that skill when their health is low and they watch their mind bar drop. Indiscriminate forced stat changesare bad. I'd be pissed if I lost half my mind bar so some guy would unincap....group suicide. They need some love, but an SL could really screw a group with a wrong hotkey or really bad call.


Oh and if you use it on a pet, which can be mind-healed completely with "trick" or some with pet stims.....yeah, you deserve what you get.


Medic is where it made most sense, and Combat Medic, which is theoretically the most "front line" healer, made even more sense.




Kirill NaJax
"Back from the dead."
Vodo_Baas
Wed Oct 22, 2003 9:57 am
#3

Speaking of Combat Medics as the Front Line healer, how is it we didn't get the revive ability? I always viewed the Doctor profession to be similar in use to the entertainers. After a long grueling hunt your eturn to town seek out the Doctor to patch you up then the Entertainer for some R&R. If that was the intent its baffling to me that they have the revive, their heals are far inferior to ours (they are possibly stronger but running from target to target makes them far worse to use).

I would rather see Combat Medics have the ability to revive, and Doctors get a different skill. Possibly an immunization to go along with the buff, immunize for state effects (blind, stun, etc) along with diseases and poisons. Or other similar abilities, revive belongs squarely in the Combat Medics hands in my opinion. Not that any are asking for my opinion, but there it is all the same.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
HotShotPilot
Thu Oct 23, 2003 6:36 am
#4

Will who ever gets the mind damage heal should not be able to do it to themselves. Can you see a Master Doctor TKA with his stat's buffed healing his mind at will! Nope don't want to run into that on my best day!


My suggestion is the CM get a mind stim that works on a timer like the Knockdown. Once it is used on a player the player cannot get another one for 30 sec's. If you throw one at him while he is immune then its wasted just like suppression fire not changing the targets posture. While it may not be what everyone like it is a good start.

Zarlor
Thu Oct 23, 2003 7:59 am
#5

What do you mean whoever gets it? It's going in. It's already on TC as a CM skill (4th Tier of Ranged Healing Speed).


Even if it is moved such that Docs get it an MD/TKA (and I'm not sure why you guys bring up Docs in these equations, since the best thing from Docs is a Buff and ANYONE can get that fromone of them) would still have problems even IF they allow self healing ofmind damage (whcih is currently NOT allowed, mind you). The reason is that as it stands you could heal mind damage, partially (about to the level of an average, non-advanced,Stim B if the numbers I've seen from Kavedawg are any indication), but you'd take enough Mind Wounds that after the first 6 or 7 heals youd be too wounded to make any difference anymore.


Plus I always see these arguments coming from the solo-player -v- solo-player point of view, and while that view does have some vailidity the group play absoluetly must be taken into consideration as well. And in that viewpoint healing (like Doc buffing)is a shared skill. It's not something a healer just does on themself, their healing benefits all the members of a group and as such groups would preferably have a balanced mix of skills.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Asleron
Thu Oct 23, 2003 8:25 am
#6

The devs should consider this. Medical classes need an extra ham like bar called "Medical Expertise" or what ever. This bar is based on Willpower for Regen and Focus for usage costs. It can not be healed nor can it be damaged. It regens much like the "Mana and power" pools from EQ and DAoC.



This will simpliy healing, allowing stims to heal mind damage again. It does not make any class weaker. IT still leaves a limit for medics. It still leaves us to run out of medicines, and power to use them.



It does not matter what we call the new bar, what matters is that as a medic goes up in skill, th ebar gets better. Stats also help the regen and lowers the amount of bar used per heal.



The CM mind heal currently on TC causes cm's who use it to tanke mind wounds every time, it basically makes them useless after a certain period of time.


Doctors should get a res that has a 15-30 sec groggy and Cm's should get a res thats 45-60 secs groggy


Kavedawg, get this to the devs...i has merit.



-Furran: Master CM






Furran Asleron
FoE MSC
Bria
Vodo_Baas
Thu Oct 23, 2003 8:50 am
#7

Personally, I don't much like the thought of a fourth bar that I'll need to keep an eye on. What I would like to see done would be to have the Mind bar function as you suggested. Instead of being just another health bar have all activities drain your mind to some extent, possibly along with the Health/Action bar.

Riflemen and Eye-Shot Bounty Hunters will despise this idea since that is there key to success. Perhaps have them set up to damage both Health/Action with their shots, I don't know. I can't imagine this being done as it would be a major re-write to the combat system.

I do think it would be nice if the healt hsituation was a lot simpler, why exactly do we need three bars for health and stamina? A dedicated health bar and a dedicated stamina bar always seemed sufficient to me.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
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