Doctor Archive
Thread: Note to Correspondent: How to fix Mind Damage problems
It's on the Big List. If it's not on the one here, it is on mine (which will be updated and reposted next week. We got LOTS of stuff to cull through to see what eh patch did and didn't fix).
BTW, please don't make the assumption that I have some kind of direct line to the Devs or can jsut write to them with impunity anyhting I feel like passing on. I really can't. I'm just supposed to collect the Top 5 issues that seem to be floating around (what I will be collecting more votes on soon) to submit. Where the sbumission goes, well your guess is as good as mine. It could be a big black hole somewhere or somoene's /dev/null folder. They don't tell me anything and that's fine with me. I expect the to repsond on teh forum. I'm just a data collector, they are the guys doing to work to do something with this stuff.
I love all these posts that suggest the solution to the mind damage issue is to make the mind pool not be an incappable pool. <sarchasm>I'm absolutely certain that there were no other design decisions made based on the fact that this pool can cause your character to be incapped.</sarchasm> Disallowing mind incaps would completely gimp TWO classes...riflemen AND heavy swordsmen. I've played a rifleman, and i know first hand that they cannot damage pools other than mind effectively. I'm pretty sure that the the 2h melee guys would tell you the same thing, but they're kind of a minority.
Zarlor
I dont know where else to post to get my point across. Please pass this along if you see alot of similar posts with this solution to the mind damage problem.
The fundamental problem is that there is no method to heal mind damage, yet the mind pool is attackable. Other games have this similar design with multiple HP pools (EQ, starcraft, diablo...) with one main difference. A totally depleted mind pool (in the case of other games, magic, mana, energy) doesNOT incapacitate. It simply deprives the entity of using that pool for their special abilities, like healing, special attacks, etc. So, the solution is simple. Remove mind pool incap. Try it out on the test server. I'm positive everything will balance out right and the strategies derived from this will seem more like good tactics than exploits.
Cherlo, Novice Doctor, Coronet, Flurry
I took down 2 friends easily last night dueling.. i only had expert rifle skill and a laser rifle and a bunch of good stims. They wern't riflemen either, they used carbiner and pistols. They'd hit me.. i'd heal.. and just keep mind shooting them. It really showed the flaw in the system..
One on one.. the doctor/rifleman is uber now.
LOL this is so funny - Doc/Rifleman isn't Uber. Not if the people you are dueling with have any of the higher-level combat skills. Most of the combat classes get a knockdown. Once someone starts spamming you with knockdown, your Doc/Rifleman starts to look like a total complete GIMP.
Regarding the original post - I agree - they should remove mind incap - without mind you stand a good chance to die anyhow. If they remove mind incap though, they need to give riflemen some way to solo, though. . .
sad thing is u know who is now the biggest abusers of mind damage?
its a medic class...CM...
lol CM are hands down the biggest mind damage dealers in game...
Personally I'd be inclined to reduce rifleman accuracy against moving targets, or when they are running. However, against a stationary target, a rifleman's attack should be lethal.
But running away from a melee or ranged attack and spamming 500+ highly accurate mindshots is an exploit IMHO
My thought is just to give mind healing (not wounds, just dmg)to some class (like an AoE squad leader special ability) and then to balance it out increase the amount of mind wounds which current mind attacks deal. Let each attack have 50-75 wounds andthen no need to nerf their normal mind dmg.
Riflemen become better at dueling others which is what most of them complain about (it seems). And they would still be wicked in PvP unless squad leaders were around. Being able to wound the other sides medics for 50-75 per shot is stillpowerful when CMs and docs are able to completely negate virtually all of the "regular" damage being done. Essentially when medics aren't present the battle is won with dmg... when we are present (in force) it should be won with wounds. And if your side of the fight is well organized enough to have a little field hospital/cantina running to cycle people in and out of the fight... then you can fight indefinately it would seem.
And yes multiple squad leaders could sit there healing each others minds, but honestly if you have multiple of any healer class sitting around you can keep your mind up by just alternating who does the heals and let regular mind regen do it for you. I alone could easily keep a dancer going for hours on end with a macro'ed heal. Several healers could easily keep a fighter on his feet in the same way. Wounds seem to be a good way to guarantee the fight comes to an end.
Anyways there is my suggestion for all the good I am sure it will do... ![]()
-Karo
LoL you guys gotta be joking.
First of all, we have the worst accuracy in game. We also have the worst DPS in game and all this becouse we do mind damage, which BH with eye shot deals hell alot more damage to.
And about Kd not being spammable, try fighting a pistoleer with knockdown and medics skills, I never got of the ground, got hit by a total of 12 KD's in a row and he had full ham bars when he was done too. Doesnt that seem a bit overpowering?
A pistoleer outranges riflemen at the moment, Any pistoleers kicks rifleman ass at 64m, does that sound right to you?.
Leave rifleman as they are, nerf pistoleer accoracy as they have full accuracy from 0-64m and buff the carbineers.
And if mind damage is healable, Doctors and Medics would be the supreme class in the game (if they arent alreeady) with no chance of deing unless you run out of stims. But I can see why you guys would like that to happen.........