Doctor Archive

Thread: Mind healing for publish 8 please!

Maudlin
Mon Mar 29, 2004 12:34 pm
#14

I'm a Master Doc/Master rifleman. Using a T21, fully armoured in a suit of composite with a mixture of encumbrance and effectiveness slices I cannot make my mind bar move once I have taken two of Vasher's brandies (excellent work Vasher, two thumbs up) and two canape's, even spamming headshot3 or advanced strafe.


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




Maudlin: Combat Surgeon, Nightsister chew toy, Resurrection Specialist
Falucca: Probably Intrepid's favourite bald non-Wookiee Wookiee armoursmith
Supplying Wookiee Armour since launch
S&B Mall, Naboo: -4567, 3245

Ssedi
Mon Mar 29, 2004 7:22 pm
#15






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.




‡∏•Liba•∏‡
Ж Liba's Loot Hunter - 1 West Brenn Ж
"Know thy self, know thy enemy. A thousand battles, a thousand victories."
Traigus
Mon Mar 29, 2004 7:43 pm
#16

Oooh, I stand corrected. I guess the wound packs are still in!

-T

Message Edited by Traigus on 03-29-2004 09:43 PM



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DoctorCoryn
Tue Mar 30, 2004 1:14 am
#17






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





also, the newbie stim you get as a novice medic (on character creation) could heal mind (or used to anyway...)


and I looted a similar stim the other day off of some thug...


are these relics of the beta??



-----------------------
Coryn Dularen (Shen)
Master Doctor, Master Carbineer
==Former HGate Chief Medical Officer==
Official Carbineer Motto: "Carbineer - Stunning crowds since Publish 7"

"The Irish MP's are NOT 'after me frosted lucky charms'"
Traigus
Tue Mar 30, 2004 1:31 am
#18

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






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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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DoctorCoryn
Tue Mar 30, 2004 1:36 am
#19

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!





-----------------------
Coryn Dularen (Shen)
Master Doctor, Master Carbineer
==Former HGate Chief Medical Officer==
Official Carbineer Motto: "Carbineer - Stunning crowds since Publish 7"

"The Irish MP's are NOT 'after me frosted lucky charms'"
taycie
Tue Mar 30, 2004 9:38 am
#20












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)





Ogo, Kii & Mr. Karr himself
Worst Sig Ever. Approved by the swg forums.

After all they do know about making the worst products.
Much <3
Marrow1
Tue Mar 30, 2004 10:06 am
#21

IMO, putting mind healing in a stim is all about the money.


If stims could heal mind points then maybe docs could take back a bit of the chef marked for VB, Cant.,BM, etc.They make a killing off this stuff. I am not knocking them, just envious. Even if the stim could only be used on others it would still be a great product. It would sell well. Even if it required a BE sub component to make the high quality stim like VB or other chef food it would still be a great product.


I would aslo love to see a stim that does not require any med use. If you want to increase the money pool of Docs then remove the requirement that a (low grade) stim user have novice medic. Think how many stims one could sell that healed mind as well as health/action and did not require a med use (likepet stims). Let the resouces be anything, even BE components, it would still sell well.


As a doc the idea of making stim b's a higher med use,as was suggested in a previous post, is bad news. You don't want to limit you customers.


Marrow









__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
DasShadow
Tue Mar 30, 2004 10:27 am
#22

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.



"I'm so unlucky...if I fell into a barrel of nipples, I would come out sucking my own thumb."
-Vassar on Eclipse (Master Doc, TKA)
-Das on Shadowfire (Bounty Hunter)
taycie
Tue Mar 30, 2004 11:58 am
#23










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.





Again /whap





Whats causing your mind drain? What is the encumberance on your focus/will in relation to your armour? Did you get encumberance/effective slices? Hell, are you even using armour? What specials are you spamming like hell when your in combat? What is your weapon HAM stats? Have you migrated?


I dont really agree with mind stimpaks. Theres so much that could be adjusted withoutadding something that already is being covered by another Profession and/or food/drink/spice. What's next? A mind woundpack because it takes too long for Dancers/Musicians to heal mind wounds?





Since the new foods/drinks came out muon prices are at an all time low (at least on Shadowfire). You can pick up a crate of 25 for about 5k (not millions). BE Brandy/Canape again abit pricey for the BE versions, Ill conceed to that (+440 brandy about 175k 25/crate 18 uses, a bit less for the canape), but the non-BE stuff isnt crap and isnt expensive (about what the price muon *used* to be before the new chef revamp).





You keep sayingcombat. If thats the only time you're needing it and arent popping muon/brandy/canape like some crack addict on a bender, then thecosts offest themselves.When your done hunting/missions and slappingwhatever faction/npc/mob your currently up against you, plant your happy little arse in front of a starport and hawk a few buffs. Not only will you make decent money from missions (provided you hunt via missions and not wander about aimlessly) but you also make money from the buffs afterwards.





I dont know about you, but when I need some quick cash that usually works. Selling only 15 of them and Ive made back my brandy habit for the week. Another 5, I got all the canape I can eat. They allegedly fixed the full meter in the last publish. Ive died a few times full on food/drink and have come back alive starving and parched (so Im assuming its working). If its not maybe send in a /bug


As for non-med use stims, making stim-a's not require a med use makes sense. Its really not an effective medpak,they dont heal for much and personally I dont bother wasting resources on Stim-A's when I can craft better Stim-B's and sell them to people only with novice medic. It would open up a flow of income for doctors, provide very minor heals for those players that cant (or wont) give up the skill points for novice medic.



Ogo, Kii & Mr. Karr himself
Worst Sig Ever. Approved by the swg forums.

After all they do know about making the worst products.
Much <3
DasShadow
Tue Mar 30, 2004 12:04 pm
#24

Tie your hair, Taycie.....

/Pull



"I'm so unlucky...if I fell into a barrel of nipples, I would come out sucking my own thumb."
-Vassar on Eclipse (Master Doc, TKA)
-Das on Shadowfire (Bounty Hunter)
taycie
Tue Mar 30, 2004 12:38 pm
#25






DasShadow wrote:
Tie your hair, Taycie.....

/Pull





Again /whap dork lol

Yahoo?



Ogo, Kii & Mr. Karr himself
Worst Sig Ever. Approved by the swg forums.

After all they do know about making the worst products.
Much <3
Traigus
Wed Mar 31, 2004 1:46 am
#26

Just to be clear for peopel that were not in beta...

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



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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