Doctor Archive
Thread: So where are the mind pool enhancement medicines
I can understand the argument against healing mind pool injuries. But why not be able to buff the mind pool stats just like we can health and action pools. I'm currently seeing the ludicrous state of people that group with me regularly migrating their stats to all mind. Some are even now talking about rerolling as mon calamari!
If the mind pool were buffable, that would offset some of the problems players are having with the current combat imbalance. Somehow I doubt the devs really meant for mon calamari to be the premier fighting class in SWG.
Regarding you telling people to reroll as a fish.. instead tell them to reroll a Zabrak. They have /equilibrium, which is an excellent mind heal. They also have insane mind regen.
As the game is now, no matter what profession you wish to persue, my advice would be to make a Zabrak. It's sad, but mind and willpower areso much more important than the rest of the stats.
I'm not telling them to reroll as anything, they're making that decision on their own after getting tired of getting incapped mind damaged.
Zabraks are cool, don't get me wrong. But their mind pool is very unimpressive. It caps at a measly 1000, with focus at 500. The regen is good for docs, but regen doesn't get you through the battle if you're a fighting class.
Technically i think docs should be able to heal mind damage/woundsand buff them as well. They're the masters of medicine..Think about it, if you get your skull bashed in by a baseball bat you don't go toa nightclub to get it fixed... But if they did change itso docscould dothat it'd kinda screw up the balance of everything else in game..
We're never going to get mind buffs. It would be a disguised nerf of the Chef class -- mind food is their only big ticket item. (We can buff just as well as their food can.)
I think there are more general problems with the mind damage system that need to be addressed -- I've seen suggestions along the line of "can't be deathblowed if only your mind pool is emptied". That would solve a lot of problems right there, I think. Would introduce some new problems - but the number of one-shot kills should go down.
But I digress. I'm just warning people against having an expectation that medics/docs/cms will be getting mind stims in the future. I really don't see it ever happening without there also being major changes in alot of game systems.
There is no 'balance' to the game now. Players are walking around with 90,000 total HAM bars in tow. TKA's are whacking things for 2500 a pop. Riflemen are one shot killing anything that moves, and most things that don't. Pistoleers/smugglers/BH's/carbineers are knocking people down (and down and down and down...).
Creatures are totally superior to players for tanking mobs at the moment. Why? Because creatures have HUGE mind pools, in combination with superior armor to anything a player can wear. A melee character with medical support 'could' be superior, due to greater damage output, but isn't. Because the melee player always gets mind critted. Some creatures do nothing but chain mind pool attacks. So you can have a critter with a 10,000 point mind pool, or a player with a 800 point mindpool.That's just one example of how the mind pool issue is breaking this game.
Mind pool buffs would help balance the game, by bringing an existing disparity in the rules set closer to parity with the rest of the rules set. There are balance issues associated with mind pool heals, but this has nothing to do with mind pool buffs. There are already short term mind pool buffs in the game. Muon gold anybody? Giving the doctor profession enhancements to match their other stat pool enhancements makes perfect sense.
I dont believe we should be able to buff mind as its pointed out above that it would cut into chef's and smuggler's area. I dont believe we should be treating mind wounds as that would step all over entertainers toes.
I might be for healing mind damage though. In the middle of battle there's no way for an entertainer to start entertaining. Maybe they could make it so us healing mind damage (not wounds) would only work outside of camp sites and cities.
I don't think the Cuef & Smuggler arguments cut it. Chef's and Smuggler's also ahve Health and Action buffs, yet we have those as well. The difference is that ours tend to be better and last longer, but you have to have someone with enough Med Use actually apply the buff to begin with.
ANYONE can use food & spice at any time they like. No real restrictions.
The lack of Mind Buffs, wheter Doc or CM seems like a prety darned good idea to me, and I've been wondering wehy it wasn't in there. (Yeah, Yeah, the never run out of mind thing so we can chain-heal to gain XP. That argument doesn't cut it either, 'cause I can buff a carbineer to the point that they can special until the cows come home and never lose enough action to make any difference. Same for any class that relies on those other traits.)
I think the only mind related medicines or abilities we should ever get is a very small, possibly 1/2 A powered mind stim in order to "wake up" a mind incapped player. Call it smelling salts or whatever.
What I would like to see is a Spice antidote medpack and possibly a buff-negation medpack. The buff negation would probably be better in the CM line. The Spice antidote would negate all effects of the spice, good and bad. I am sure a lot of people would enjoy quickly getting over the sickness when coming down from a Spice high.
Drev