Doctor Archive

Thread: Let's get this mind healing discusion out of the way

Valda
Fri Jul 25, 2003 4:24 am
#27

Seems to me they should add the mind healing to Combat Medic in some fashion.


Seems the perfect class for they are supposed to be the ones in the field more then a Doctor might make more people try and go after that class once they get the bugs all fixed.






Zeli
Proud member of GHOST
Master Dr.
Master Combat Medic
Tarquinas

May all your wounds heal in time!
Remember to enjoy life while you can
CasualgamerFred
Fri Jul 25, 2003 7:11 am
#28

A. Medic's strongpoint is damage, they get bonuses to speed and effectiveness to healing damage, Doctors get bonuses to wound healing in the same way, plus the ability to cure disease, poison, the ability to revive, and the ability to boost HA stats. Combat medics extend from the medic further gaining abilities to help combatants by being able to handle large groups, and longer ranges. IF, and I emphasize that, IF any healing class is to get a mind heal, I believe it should be the combat medic as that is the one who would need it the most.


B. I still think that mind damage should be an entertainers field, as Mind wounds are.


C. There is an Imbalance in the sense that everyone is suppose to get a fair shake. I have recomended to friends of mine that they max out their mind stats when makeing their characters, because I can boost their HA stats to as much or higher than their starting stats useing drugs and a droid. You can't have balance if two stats can be manipulated and one can't, it puts too much importance on the one that can't be manipulated.


I would like to see how the food & spice thing turns out, haven't seen any in action just yet, I would like to get some input from a combateer in a suit of good armor to hear his opinion of mind damage.


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Elenora
Fri Jul 25, 2003 10:03 am
#29

Why less than 1:1 ratio on mind heals opens a new set of problems...


Ok say u are in a massive fight


now u have spend about 1/3 or ur mind pool so far just stiming people...


now boom tank goes down with mind incap...


not a problem i have a mind heal...use my mind heal to heal the tank..due to the less than 1 to 1 ratio i dump 1/2 my bar to give the tank a 1/4 of a mind bar...he's back up..now hes fighting at with 1/4 a mind bar...bang...omg he just took another hit and 1/4 the mind bar was like nothing...now he's mind incapped and 2/3 the way to incap death...and u are down to 1/4 of ur mind pool and ur main tank is out and u still have to fight...


problem is in a fight where mind incap is a issue, waking up a mind incap player with a minor mind heal which is all you could muster due to the less than 1:1 mind heal ratio would be asking for another mind incap...honestly would u wake up and H or A incapped tank with anything less than a 50% heal? that just asking for another incap.


The only time a mind heal would be useful for waking up a mind incap player after a battle, but then if u are so impatient u want wait the mind it takes for him to wake upo...u need help...if u do need to run forthe hills post battle, drag the carcass until he wakes up...what do u think the /dragincap command is for...


so any solution less than a effective mind heal wouldnt really solve the situation...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
RebalScum
Fri Jul 25, 2003 10:13 am
#30

Screw the rifleman. hmmmmmmm sounds about right. who needs them anyway. they shoot the wrong pool in group play anyway.
Nohup1
Fri Jul 25, 2003 11:13 am
#31

That's right RebelScum, dodge that nerf...

Get over yourself. You can do over a thousand points of unhealable damage, and the drawback to your profession are minimal

BUT NOHUP, MY RIFLES CYCLE SLOW!!!
Get a crafted rifle. weaponsmiths have them into the 3 second range now...

BUT NOHUP, MY RIFLE SLOWS ME DOWN WHEN I RUN!!!
unequip it. put an icon on your toolbar, that will make it faster.

BUT NOHUP, I GET PWNED IN MELEE!!!
no doubt about it, that 2X penalty hurts. unequip that rifle and take out a spray stick, Spend some skill points and get TKA while your at it.

If you do these 3 things. you will win much much more than you loose.

Now, Let me use my very expensive (skill point cost, woundpack-cost, crafting-effort cost) profession to try and heal the people you are trying to kill.

OK? Does that sound fair? or are you so obsessed with being Mr. UberSniper500YardHeadShotThreadTheNeedleOneShotOneKill, that you can't look at the bigger picture of game balace that we are trying to address in this thread.
Elenora
Fri Jul 25, 2003 11:43 am
#32

or even better...since rifles are getting so fast...just increase the speed penalty on high level mind shots and headshots...


and yes specials have speed penalties on them...i shoot much slower with bodyshot then i do with auto




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
RebalScum
Fri Jul 25, 2003 11:53 am
#33

Nohup1

"Im a Doc, Moron"

mind healing screws riflemen, entertaineers, and chefs.

rifleman not only get a close ranged penalty, the exact opposite of pistol. but also get a 2.5x damage from melee distance damage. Rifles are very slow, Pistols have the highest DPS.

Entertaineers. lol there whole class is designed around mind pools.

Chefs - the major selling item for a chef is mind pool buffs. Why? because it cant be healed.

===========================================================

So, let me break it down for you. If I wanted to pvp. let me seeeeeeee. Hmmmmmmmmmm. I got it!!1

1) stat. migration to raise my mind pool to max.
2) use the Doc's buffs to raise my health and action pool a +1500.
3) dont worry about 1 shot kills from rifleman. when they attack rush them. Get inside 35m. And I win.

*** This setup gets avoids the 1 shot kill by riflemen.**


People are so dumb. Mindless. Most get owned in PvP because they never really planned for it. Its easier to cry Nerf.
Ehle
Fri Jul 25, 2003 11:56 am
#34

I agree with the 1:1 mind heal idea. In fact, I think it would add some depth to the healing class since it would require a trade off of future healing ability.

As it stands now, medics can't do their job.

As for exploiting with two medics swapping mind pools, is that really an issue? Is it an issue when medics heal action for entertainers?

If it is, then just make it a master medic ability that generates no exp. If that's not good enough make the heal be 1:2 so that eventually both will run out of mind.
Callyndra
Fri Jul 25, 2003 12:56 pm
#35

Why not just give out some love and not unbalance medics or riflemen.


Let food & drink all have some sort of mind damage healing value (within reason), determined by the quality of the food as prepared by the chef. High quality food/drink makes you go 'mmmm yummy' and feel better, maybe even helping out with 1-5 BF on top of a small mind heal.


Since people will fill up of food/drink, there's only so much mind healing they can have before it can't be done anymore and they'll be subject to a similar 'mind as equalizer' effect in combat. Folks still don't have to eat/drink, there'd bejust a wee bit more perks to having food now, perhaps enough to warrant keeping a few cheap biscuits and candies on hand regularly.


Also, let anyone who takes the time to become a Master Entertainer get access to being a'Bartender' of sorts, where they can actually heal mind wounds/BF (in competitive amounts so as not tonerf dancers/musicians, but can be done in addition to listening/watching)by talking to someone while sharing a drink, and can only be done from opposite sides of the counter in the cantina. (Maybe make a Chef requirement in there too so they can make their own brew.)




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Lomarcan
Fri Jul 25, 2003 2:28 pm
#36

(Repost from Medic forum)


As an alternative thought to addressing the mind damage issue, perhaps it would be useful and interesting to add another skill branch into the doctor tree. Now, I understand that there is already 4 paths and that no profession has a 5th, but bear with me. It might even be an elite-subspecialty. One that master doctors could choose to pursue. This branch would be aptly titled either Psychology or Psychiatry.


Within the skills gained here, the doctor has the ability to treat mind damage and wounds, manufacture medications for similar purposes, etc. However, mind healing is a much more subtle science than other physiological areas and, as such, would present itself in different ways than Health or Action healing. Examples would be healing over time stims, negative effects acquired to other stats and/or states, damage healed and wound acquired, etc. Also, and more importantly, while a doctor can easily treat his own physical wounds, he cannot treat himself psychologically. Therefore, any abilities he has to treat mind damage/wounds, he cannot use on himself (a balance concern). This may or maynot be applied to certain drastic medications that have significant side effects (ie the doctor who is out of mind, but who's group is dying fast, can pop a pill to gain some last minute resources, but will pay for it significantly in other ways; BF, wounds, negative states, etc.)


Any thoughts?


Sharon Daymoon (Starsider)

Diabolist
Fri Jul 25, 2003 5:51 pm
#37

I don't think adding mind heals would benefit the game.

Boosting stats, ok.

Less damage to mind, that sounds good.

Add passive mind damage reduction for each entertainer and/or squad leader in a group. Yeah, that would be cool.
All comes down to boosting moral right?

Better damage reduction when wearing helmets, that sounds good.

Increase round time after using mind shot... hmmmmm, borderline... might help PvP, but you'll have to admit that'd hurt PvE.


I can't comment on PvP, as I havn't participated in it, but I can comment on healing in the field...

The game (for the most part) is easy enough as it is (PvE). If this idea (mind pool heal)were to be added, the only way to increase danger would be to add more one-hit-kill mobs... a la Kimos, Kryats, witches, etc...

It can be a challenge being the only doc on a 15+ crew fighting larger mobs. Adding a high cost mind heal would be more of a burden. When kimos get past the pets, and start flinging team members around, it's tough on the mind to res everyone, and cure the disease that is more than likely to be spreading around...

Maybe a res kit that healed the mind a bit more would be cool, but that's only good after the fact

I'm not really for anything that makes the game significantly easier, I go on group hunting trips for the excitement and danger, not for xp. I don't know, damage reduction doesn't sound bad at all, at least in moderation... and more so as it relates to PvP it would seem.

There's enough discussion about it, I'm sure it's getting looked at...

-Dokmed-

Raymundus
Fri Jul 25, 2003 11:35 pm
#38

I still think that the addition of some kind of craftable "smelling salts" at master Medic (so CM and Docs can both use them), which instantly cure incap due to mind wound, is the best answer.


No actual mind healing when the player is still in the positives, but the ability to get an incapped player back on their feet fast (before they get deathblowed) is a must for a healer.

Elenora
Sat Jul 26, 2003 12:00 am
#39

healing a entertainer is fine its two classes working together to become more efficient, nothting wrong with that...



but medics healing medics for mind? makes 2 medics too powerfull..besides we already see that med xp is screwed up for 2 medics surveying with each other. thats infinate survey and pretty much infinate med xp...


again with teh ratios of 1:2 on mind heals..run the problem of are u gonna dum ur entire pool on a heal that probably is so insignigicant that the guy might get incapped the very next hit?




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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