Doctor Archive
Thread: Mind healing for publish 8 please!
The food is totally worth every penny as it enables you to be wholly more effective in missions, or (I guess) more difficult to put on the floor in PvP
Traigus wrote:
Yeah, damage stims are starter and loot drop only.. the devs missed them when they did the sweep for mind healing. There are any number of junky things in the loot tables.. Med use tapes, guns without certs, damage stims, tapes for skills that have been takeon out of the game (Commando explosives crafting/experimentation tapes anyone?)...
The damage stim was so weak (and rare), that it wan't worth the time (I guess) to go and yank it. Without the mind heal, it is trash, with the mind heal it isn't really solo gear (though it is good for mind incaps in groups). At one point the newbie Wound packs were dropped as well (yucky). Those have been off the tables a looong time.
-T
He, I looted an action wound pack with 10 power today.
But acutally someone brought up the fact that novice medic can heal themselves. I never liked the fact that someone with only novice can use stim b's. What is the point to stim a's? I would like to see stim b's med use go up some, make people earn it a little.
-T
Message Edited by Traigus on 03-29-2004 09:43 PM
Traigus wrote:
Actually mind healing woudl be coupled to the fact healing itself would be taken away from a "mind special" bar.
HAM would all be damage types (no more free boosts for rifle, melee head, and CMs), but healing istelf would be done off of a special bar, so ther would not be unlimited heals.
The idea is that each of the 3 HAM bars would have a connected "Special" bar, where all special moves costs would come out of. The special bar would be unhealable (regens over time). Doing specials would no longer kill you, but spamming specials, would use up the special bar, so you'd have to wait a bit to spam speciasl again (or spread them out/mix specials with high/low costs).
With this in play, mind healing could come back to stims (yeah stims had mind heal in beta), because the stims would not be healing the special pool where more heals woudl come from (this is what would happen now.. mind healing would heal mind damage which would allow more mind healing etc... to infinity considerign theat Stim Es are huge).
Mind heal can't go in until the new HAM system is in. They can't be separate without creating unlimited healing.
-T
Yeah, damage stims are starter and loot drop only.. the devs missed them when they did the sweep for mind healing. There are any number of junky things in the loot tables.. Med use tapes, guns without certs, damage stims, tapes for skills that have been takeon out of the game (Commando explosives crafting/experimentation tapes anyone?)...
The damage stim was so weak (and rare), that it wan't worth the time (I guess) to go and yank it. Without the mind heal, it is trash, with the mind heal it isn't really solo gear (though it is good for mind incaps in groups). At one point the newbie Wound packs were dropped as well (yucky). Those have been off the tables a looong time.
-T
I figured that was the case...
It's been living on my display shelf in my office since I found it anyway! Right next to the Legacy foods like BoH and Ryshcate!
DasShadow wrote: I really really really hope they allow stims to heal minds cuz even tho you watch/listen to an Entertainer, the mind pool doesnt move up faster...its only the mind wounds and battle fatigue that gets healed so it wouldnt hinder the roles for Entertainers at all! My mind pool gets drained so quickly, especially when I do mind damages on a target, and its really annoying to sit around and wait for it to heal. Theres drinks and food to buff your mind pool, but it doesnt really help us when it comes down to our mind pool being used up during combat. PLEASE lets fight for this!
With the new food/drinks available theres no need for this in my opinion.
BE Vasarian Brandy: Mind/Focus/Willpower (Take 2)
BE Vagnerian Canape: Focus/Willpower (Take 2 or 3 (depending on the BE that made it)
Blue Milk: Mind healing (Ive never had to use but hear it works nicely)
If your in a bind and cant drink/eat, theres always muon. If for some reason thats not enough? Settle down tiger.. your not the terminator,, you need to give your mind a break. Im a Doc/TK and rarely lose mind during pvp, as long as I dont equip a VK.. until one of those nasty riflemen w/ion rifles come along.
You never said what your armour is that you use. Has it been sliced for effectiveness or encumberance? I cant wear a full suit of comp w/o my mind regenerating next to 0.Are you using powerups on your weapons? If so what is the increase/decrease for mind cost?
There are so many things that you can do to keep your stats going. Being a Master Doctor I would assume you have migrated all points that you can to your mind/focus/willpower pools since you can keep the rest of your stats buffed at any time. We cant always have a CM tag along with us to keep our minds refreshed. We also cant have one class become the be all do all for healing and have to be creative in how we use what we got. /whap Das (cuz I can haha)
I would love to spend a million bucks just on drinks and gold to keep my mind up when I could just use stims to heal it during battle. I still want this bad. Maybe when Im not constantly full and dying, I could actually keep those up. At least fix the full meter when someone dies, I mean thats absurd.
DasShadow wrote:
Oh yea taycie, miss richie girl LOL
I would love to spend a million bucks just on drinks and gold to keep my mind up when I could just use stims to heal it during battle. I still want this bad. Maybe when Im not constantly full and dying, I could actually keep those up. At least fix the full meter when someone dies, I mean thats absurd.
DasShadow wrote:
Tie your hair, Taycie.....
/Pull
The game was always designed with stims healing mind. In beta, it becamre apparent, that medics could stims themselves fro far more healing, then it cost them in mind to use a stim... basically medics could heal forever.
Devs pulled mind heal off of all stims (except the damage stim, which they missed), and the combat system wen t al lto hel (wel lfor other reasons too).
CM mind poison became more improtant then the other types, riflemen became insanely powerful (and were nerfed several times).
In effect, the combat balance and the new HAM system are putting healing back where it was designed to be... in the stimpacks.
It isn't a new thing coming out fo left field.
-T