Doctor Archive

Thread: Thoughts on Mind Heals

Zarlor
Tue Sep 09, 2003 1:47 pm
#14

I don't know about that Happymob, Tactics will always change to suit, but I don't think this would be an inhibiter, it would actually make some of the other classes more viable. Let's face it, right now brining a carbine (or any skill that doesn't do mind damage) to a PvP battle is like bringing a stone knife to a Lightning Cannon fight. With the right tactics and inexperienced folks on the lightning cannon you just might win, but for the most part you'll always be on the losing end of the stick.


Balancing this back (and bucking up the current mind hitting professions that will need a boost with mind healing thrown in, such as rifleman and let's keep in mind that when we talk mind healing it should always be with the assumption that some of the classes that would otherwie get nerfed with this, like riflemen, would get compensation) should actually make the other weapons and professions MORE viable than they currently are. New tactics will arise. At least all weapons have some potential to wound, and when it comes down to profession cost should always be considered as well.


If you ask me a BH SHOULD outgun any other single profession Master in the game, simply because they are paying the points (and sacrificing flexibility) to get those skills. CM's should be next in that department.


Aone-line then one-tree Master, such as Master Pistoleer, really shouldn't be able to compete toe-to-toe with a BH. But the right tactics and the right skills set variety for that Pistoleer, should give them a chance.


So I don't think mind heal will limit overall skill capabilities, as long as the proper compensations are made. And I don't think forcing folks to change and learn new tactics is a BAD thing. Keeps things exciting and gives variety. If the same tactic always works all the time, then why bother with anything else? Nothing wrong with a little bit of a change every now and then, IMHO.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 10, 2003 10:09 am
#15

Teh other option would be to give a Doc Mind wounds when using a Mind stim. For some reason proscribing Prozac is REALLY stressful on a Doc.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Zarlor
Wed Sep 10, 2003 10:10 am
#16

er.. prescribing, not proscribing. *sigh* When will I ever learn to type?



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
DarthCosmo
Wed Sep 10, 2003 12:00 pm
#17

Hiya

Us Doctorscan provide Health and Action buffs


And I agree with healingwounds in camps -makes me more usefull when out hunting with myfriend, but then....why would anyone go tomed centers?


~Antale~


Radiant


Sorry Niemph, had to do it. But in all seriousness, why restrict Battle Fatigue healing to Cantinas? Med Centers are still viable places to heal patients for Doctors, yet we can still heal wounds in camp. I don't think that allowing Battle Fatigue Healing in camps would cause Cantinas to be any less viable. Soloers would still come to cantinas for BF/mind wound healing and conversation. But even cooler, it would allow you Entertainers to get out into the field more and become more effective group members. The entertainer could become a field support role for Medics/Doctors and Combat Professions alike. Battle Fatigue would just be earned in different ways. Combat for Combat Professions -AND- Healing for Medics and Doctors.


To explain, I agree w/ a previous poster's suggestion that Healing Mind Damage would cause the Doctor's Battle Fatigue to rise rapidly. Thus making the effectiveness of the Healer go down. It would then cause the party to rest up, and heal the party's Wounds/Battle Fatigue. I think this would work.


-Antale
Radiant




Antale
MBE ~ MCH ~ Trickshot

Send an email in game for all of your Pet, Additive and Tissue Needs.
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Niemph
Fri Sep 12, 2003 10:45 am
#18

LOL Antale


I'm not disagreeing with it I'm just trying to see both sides of it


I personally love the action of being out in the field and as a master dancer would like to be more useful while there but there are other entertainers who only want to be in towns - just trying to push a benefit for all


~Niemph~


Kettemoor





~Pafai~ Domestics Trader Extraordinaire
~Niemph~ Dancer
Rand-Zabar
Fri Sep 12, 2003 1:24 pm
#19

***1) Change mind damage so that you cannot be DB'd if you are incapped from mind. Your enemies must back up the mind damage with action or health damage before they can DB.***


I agree with this, except for one thing. A sniper shot from a rifleman should be the only thing that can DB someone while they are Incapped from mind. I mean seriously.. it a shot to the head, and if your not moving and it hits, your brains are all over the place, how can you not be dead?




'Rand' MD/Master Pikeman Imperial Colonel Kettemoor Server

Selter Esrev Master Fencer/Master Swordsman/Master Brawler Imperial Warrant Officer 1. Radiant Server
TrimbleEpic
Fri Sep 12, 2003 4:32 pm
#20

While I agree in concept, I disagree in execution. Yes, a RL sniper can oneshot a president riding in a limo... but for the sake of our game, I'd rather not allow one profession to be the only profession left that can kill from mind. The end result would be that it would still be the one profession that could kill even through any attempts by incapped players group to revive him.


The the two measures that I've mentioned,solo encounters wouldn't change much. If the rifleman can incap you with mind damage, and there is noone around to heal you, you'll still be down long enough for him to draw down your health and/or action to get the DB. If the victim is grouped, however, then his group should have the opportunity to attempt to heal him, even though he is laying unconscious on the ground. One sniper should not be able to completely kill someone if that someone is backed up by a few medics. Now, where the heal over time comes in is when you have groups facing groups. If one gets incapped from mind, then the opposing group might be unable to finish him off if the group has three medics dumping continous D or E packs while he lays there unconscious. There should be a limit on how fast those drugs can mend flesh - if you have enough carbiners or pistoleers pumping enough watts into the victim, they should be able to deliver damage faster than medics can heal it - at least, there needs to be a breakpoint where the medics efforts are not tantamount to a continuous pulsing bladeturn...


Heal over time was introduced to D2 for this very reason. In D1, anyone could tank any many mobs as they wanted, given an endless supply of reds. In D2, this ability was limited so that one could only survive a continuous flow of incoming damage as long as it was less than the rate that reds could pump health back in. If a fighter got in over his head with too many flayers pounding on him, then the reds just wouldn't be enough. *(granted, the purples were available to help in that kind of crunch. Perhaps E packs should heal FASTER.)

TrimbleEpic
Sat Sep 13, 2003 12:08 am
#21

Opinion from THIS doctor...


1) Change mind damage so that you cannot be DB'd if you are incapped from mind. Your enemies must back up the mind damage with action or health damage before they can DB.


2) Change healdamage so that it's not instant - it should take a second or two for the numbers to climb, similar to the way/speed that doctor enhancements take to operate. Personally, I think it's just insane that I can INSTANTLY replace 1000+ to both health and action every two seconds.


I think that these two changes would increase the chance that action and health damage would actually be used in PvP more.

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