Doctor Archive
Thread: Note to Correspondent: How to fix Mind Damage problems
Dood, they nerfed knockdown.. it costs hella lot of ham now to use. You can't spam it anymore.
Um, 'dood'. We're talking about doctors here. They can buff stats. For example, I can buff quickness in the range of 800-1200 and it will last for 1.5 hours. This is with one use of a pack that has 20 uses in it. Just think about what that means.
I still think the answer lies in the doing something like the damage stim that you find in the game.
Give doctors, medics, a stim that heals all three HAM bars, but only if there is health damage on the target. The mind damage healed would be half of what was healed in either action or health. This would not overpower things too much while still provide people with a chance to do some repairs to the pool.
Basically it would work like this. Someone gets hit with mind hit, if they take no health damage, then the mind heal won't do anything, but if they have taken some health damage, then the mind damage healed would be half of what was healed with health.
It would be cool if mind healing effectiveness could be expiremented and brought up, but that is a fat chance.
It still solves more problem to have mindpool not incapp than it causes. Also just because it doesn't lead to incapp doesn't mean people are against it doing something else. It could give you stun/dizzy or any other mind related effect instead. Since those CAN be healed by a doctor now it would add more purpose to the /healstate command. Even Elenora's idea weeks ago of having zero mind open direct damage to BF would still make zero mind pool a risk to have, but it will allow for more combat options than waiting for DB.
Someone with zero mind pool would be a huge disadvantage. They wouldn't be able to do anything that requires mind, like HEAL. A rifleman would be a healers biggest enemy expecially in concert with a health/action damage dealer. With no mind incap, this is how a battle would go: each side is atacking all pools. healers are healing health and action. Eventually mind is depleted. Healers can heal, everybody can't do special actions that require mind. As health or action gets depleted, players then get incapped.
A team's strategy would work out wheremind damage dealerswould single out healers or anyone who uses mind to add an advantage to their side. This is the way it works out in EVERY game with this multi-pool design. And it works.
And as far as complaints about changing the current design, wellI'm sorry to say it, but you simply can't say 'gimp' when talking aboutan exploit.
And I think allowing mind pool healing would imbalance things ever more in the opposite direction.
Scorus wrote:
There is a simple solution, let entertainers have some method of healing mind damage in the field, in battle. I don't want entertainers healing health and action pools, so we shouldn't be asking to heal mind.
Not gonna happen...
SOE has basically ruled that out...entertainers are for the cantina