Doctor Archive

Thread: /healmind ?

Arrow11
Mon Aug 25, 2003 6:19 am
#14

"Maybe, instead of getting rid of the mind stat (which is ACTUALLY being BEGGED for in the carbine and pistol forums) we should add another stat, like "sanity" or something, which would allow either our mini-Freuds or our scantily-clad dancing girls to restore something while still letting riflemen shoot people in the head."


I'll only agree with adding a Sanity bar on the condition that when your sanity gets low, you have "sanity effects" like the ones in Eternal Darkness!




-----Drift Ria-----
Member of Shadowed Resistance and Dragon Guard
Friend to the fallen
Master Doctor, Pistoleer, Scout
Kettemoor // Corellia // Coronet


Zarlor
Tue Aug 26, 2003 7:46 am
#15

ARRGHHH! It is so frustrating seeing these Rifleman nerf complaints!


Most of us are NOT talking about NERFING RIFLEMEN!!!!


Most of us agree that if mind stimming were implemented that the mind affecting classes, like riflemen, will need some form of compensation. Something like Elenora said above, such as Giveing them an H & A shot for headshot. That's a heck of a hit! 1000+ damage to both Health AND Action? Something should definitely be given to improve riflemen. But having an unhealable pool is, well, a bit less than reasonable. Besides, if you ahve a Doc standing over a Rifleman, who use mind ast ehier primary drain for those spcecials, you could special all day long.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
CarverOrmazd
Tue Aug 26, 2003 8:58 am
#16

Any type of mind healing is a nerf to riflemen. As both a doc and rifleman, listen to my UBER wisdom! With 75% reduction, we will not hit for 1000 mind consistently if ever. As a near-novice combat medic (a class that should be good for healing at range, not damaging beyond imagination), I do far, FAR more mind damage than I do as a near-master rifleman.


Healing mind is idiotic to do with stims. The way to heal mind is exactly what it should be: camp, watch an entertainer. Period.


Wish docs got a mind buff tho.




Carver Ormazd
Founder of the Rebel Underground
Today, Smuggling Armorsmith
(Former Master Rifleman, Medic, Doctor, CH, Scout, Merchant, Marksman, Tailor, etc.)

Vendor @ 3400, -7075 on Tatooine, south of Mos Eisley in Echo Base.
Zarlor
Tue Aug 26, 2003 9:22 am
#17

Hehe. Buffs work for me, too. My only point is that more than a few people want to cry nerf on Rifleman when they hear stuff about mind being talked about. Sure, if that was ALL that happened, then I agree that Rifelmen would be screwed. I thinkthe point of the matter is that the Mind issue is actually a much deeper issue and that simple healing could not, by iteself, be implemented. Doing so would be Bad. However, implementing it with the idea of also providing compensation on the Riflemen side could be Good. It's only a Nerf if the class get's screwed. The idea would be to NOT screw riflemen and ways to implement Mind solutions while ensureing Riflemen are not nerfed.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
bpeter3
Tue Aug 26, 2003 11:24 am
#18

Mind healing is okay as long as you can't heal huge amounts of mind damage or heal yourself for a net positive. Basically, if you're Doc Bob and heal Combat Chris you can heal him for 50 mind damage, but you loose 75 mind doing it. This prevents a doctor/combat medic/rifleman from being able to constantly use specials without draining mind. And the heals for the mind stimming needs to be small (less than 100), not the 1000 HA heals that you can easily do now. It makes it so it's a last ditch heal to get someone off the ground, but it's costly and not an effective healing method.


It fixes most of the trouble with people laying incapped and doctors standing helplessly nearby while retaining the "unhealable" aspects of mind damage.



I'm a doctor and rifleman by the way.

Bounty1989
Tue Aug 26, 2003 12:21 pm
#19

Baigs reposted part of this thread in the rifleman boards and I think maybe you guys should get the opinions of a class that deals mind damage. Rifleman really don't have that much to offer as a class if we didn't do mind damage. Think of it this way... Pistols and carbines can hit from 64 meters almost just as well as rifleman can. Some pistoleers whine by saying "rifleman can hit for 1000 damage in one shot!" or something like that. That is true, but that is really the max damage a rifleman can hope to get in one shot, and also for the weapons that can do that kind of damage it takes on average about 6-8 secs to fire again, whereas a pistoleer can shoot for about 200-500 in about 2 secs. Dealing mind damage is really the thing that makes rifleman a somewhat good class. Just my 2 cents...


Lekor Kuras- Chilastra

Pecos
Tue Aug 26, 2003 1:16 pm
#20






bean19 wrote:

Getting completely wiped on mind should cause dizziness (possibly knockdown) but not an incap. That would be coolio IMO.





That's a sweet idea.


Make it so you can go as low as -500 mind pool. If you're at 0 or less, you become dizzy, stunned and intimidated. If cured, these refresh every tick that you remain at 0 or less mind.


It also cuts all of your other secondary stats in half, so 600 stamina goes down to 300.


It also doubles your firing speed, so 5 seconds round time becomes 10.


---


That would make rifles a great use in PvE and still worthwhile in PvP -- permanent intimidation really sucks for any combat class (intimidation greatly reduces your damage).


But it would remove the need for a "mind heal". Nobody would die as a result of running out of mind.


Heck, I think we should put this on our list for the devs.


Xilor
Tue Aug 26, 2003 2:06 pm
#21

A coupleof things... I'm not that sure that mind damage should be healed outside of cantinas /camps, natural regen...it adds a fear factor to that bar...it's the one thing that can get people...but i'm still reading more and more opinions on this to form a better opinion, but as it stands, I still think that it is the One rifleman advantage, and should be left as it is.


Second, if you read to tips for today you will see that Dancers and musicians (the elite professions) can enhance mind attributes...i blieve that a musician can enhance mind, while dancer enhances Focus and willpower...from what they said the process lasts 15mins (for max effect, building upwith time)of watching them without wounds or fatigue, and shows up as soon as you stop listening/watching. I have not yet used this, but it's on today's tips..go check it out.




Xilorik
Shadowfire Galaxy
Raven0
Wed Aug 27, 2003 2:45 am
#22






CarverOrmazd wrote:

Yes. Because my pet's idea of playing is to run his cute little claws into my ear and scramble my brains. Also, my laser rifle has a nasty kick when it fires, and due to its sighting mechanism, I have to hold it up to my head to hit anything, thus this too is damaging my actual mind, not my psychological well-being. ......





I would take 'mind' as being more like stress. A doctor would recieve stress for healing a patients wounds, Riflemen would recieve stress from using techniques, the same as other classes, because of the aiming required to perform the shot. With Riflemen being considered the snipers they would recieve more stress from the tolls of aiming.


DarthWaffle
Wed Aug 27, 2003 2:52 am
#23

the whole mind damage thing is totally illogical and not well thought out. the devs claim the mind damageis considered a "mental trauma" type of damage and yet it is caused by physicalattcack(rifleman, swordman, eyeshot). so if someone gets shot in the head what are you gonna do?go call 911? hell no you run to the cantina to stare at them pretty ladies and that hole in your head gets all patched up. I think this system is too greatly intrenched intothe game to ever be considered for change however.and not that its a huge issue it just doesnt sit right with us people capable of logic and rational thought.




"I'm kinda like Han Solo always strokin' my own wookie"
Raven0
Wed Aug 27, 2003 3:52 am
#24

Going by that logic then being hit with a headshot should also cause a bit of health damage. the mind damage or 'mental trauma' received is still accurate though because if you got hit in the head with something sure you would take some physical damage but also you would be unable to think straight and an entertainer/ sitting in a camp would be able to heal that.


The only thing inaccurate however would be a mind 'wound', but another name would make the wound system just a bit more confusing

Lucreel
Wed Aug 27, 2003 10:31 am
#25






Baigs wrote:
Why not even the playing field aslo by making the meds corespond to the same restriction weapons do. If weapons do only 25% (I think) in PVP then Stimpacs do only 25% heal in PVP.





Umm, how exactly do you determine when someone is 'healing in PvP'? That'sa pretty darn tough thing to decide. I mean, PvP damage is easy to figure out. If a player is attacking another PLAYER, reduce the damage. But in the case of healing, you are *always* healing a player, whether they are fighting another player, or fighting a mob (well, ok, sometimes you are healing a pet, but that's irrelevant to my point).


Ok, so you say, reduce the amount of heals a Doc does on someone who has a TEF. Consider the following scenario: My group isout hunting on Dathomir or Lok. I can barely keep them healed as itis against the mobs. Some rebel comesup andstarts taking pot-shots at the group. This lone rebel would normally never have a chance of killing us, but now since he has just reduced my heals by 75%, our group gets torn up by the mobs.


See the problem? Unfortunately, there is no easy solution. Asyou point out, by reducing damage by 75%, and notreducing heals, ithas basically increased the effectiveness of heals in PvP relative todamage. But because of the way PvE works, trying to reducehealing in "PvP" becomes incredibly difficult to implement. Really, what SOE should do, I think, is to put PvP damage levels back to where they were, *BUT* increase the effectiveness of armor by 75%. That would do two things: make armor much more usefull, thereby stimulatingthe demand for armor, at all levels, and effectively reduce PvP damage, but in a way that makes sense. They could also make it so that armor has an effect of hindering heals, possibly, so that to get maximum healing, a player would have to strip off their armor (makes some sense to me).


I dunno. I don't have the answer. But I *know* for sure that lowering 'PvP healing' is not the answer, since there really is no such thing as'PvP healing.' I think Sony really needs to sit down and thing long and hard about rebalancing battle, both PvE and PvP, so that you don't have these ridiculous, artificialdifferences between PvP and PvE.

Baigs
Wed Aug 27, 2003 12:59 pm
#26

Why not even the playing field aslo by making the meds corespond to the same restriction weapons do. If weapons do only 25% (I think) in PVP then Stimpacs do only 25% heal in PVP.



BAIGS
WRATHCHILD

Champion of the Sisterhood and Shieldmaiden Minstrel of the Rebel Alliance"
MOUSE SURAT
The Wandering "Ninja Healing" Bothan & Author of 101 ways to BBQ a Rebel.
"Once upon a time on Intrepid" - The Ongoing Epic. Chapters 15 are up so far
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