Doctor Archive
Thread: Screenshot of why Doctors Need Mind Heals
Me and my guildmate are going to check out some harvesters and power generaters. When right ontop of us pop out 3 Binayre Pirates (another bug). All 3 were 4.5k HAM.
Normally me a CH/Pistoleer wouldnt be afraid since im with my friend Nightshade whose almost a Master Doctor. Now nightshade can heal for up to 1000 health and action sometimes, never going lower than 330 or so. As you can tell in the screenshot that i put a link to, we both have full health but both got incapped due to mind hits. No matter how much damage my armor absorbs or my creature tanks or the doctore super heals, NPC's especially ones with rifles will always win. Aslong as there is no way for a Doctor to heal you wind damage.
Now i know entertainers scream about this but there is no reason why. You both can co-exist so easily. First off an entertainer cant even heal mind damage. They can only heal BF and wounds and in a cantina or campsite. Doctors in Real life do heal our minds, with medicine and shock therapy and all kinds of advances. Why cant they in SWG???
The screenshot is just perfect proof of why we need this to be looked at immediately. That and Red cons spawning right ontop of you.
http://www.finalflashhq.com/DoctorsNeedMindHeal.jpg
Hahaha... not to laugh at your misfortune, but that just sorta caught me as funny. How many did you kill before you got incapped? Were you both fighting, or was Mikal healing only? Were all the mobs on you or was your pet taking any damage? Where they all dark blue cons, I'm not familiar with that mob?
I'm a master doc and would hate to be able to heal mind. I'm a Mon Calamari with pitiful health and can stand up to some red cons with little to no danger. Game would be much too easy with mind heals.
However, I would like to be able to use a res pack (or something) to raise mind incapped players, but that would be the limit I'd take it.
mikal was busy wit his kid and i was paying maintenance and dumping the harvesters when the red cons dropped outta the sky. With my 7k HAM panther and a master doctor i decided not to run because i thought we could easily take them and I aslo needed to dump to more harvesters. That was till they didnt target my cat but me. Once i was gone Mikal was cake.
Ah, ok, I see. Please excuse all the questions. A lot of people request that a class be able to heal mind in combat, so I'm just trying to get an idea in what types of situations people would find mind healing useful.
From your last post, it really just sounds like you were out-matched and should have run
but from the screenshot they look like dark blue cons, although you said reds dropped, but the last post says they were white... heh, o-well, no matter...
Having a doctor and a pet next to you should not necessarily always equate a victory... especially when you arn't prepared for a battle. Not sure that a mob spawning next to you is a bug either ![]()
Don't take this post the wrong way... I'm not intentionally trying to be an a.ss![]()
But think of what would happen if you fought three equal players in PvP. They'd probably hit you first to nullify your pet, then the doc, then the pet (if they felt like it)...
definately should have run...u were way overmatched...
admittedly the con in this game is all screwed up...
that was a definate run for ur life scenario...
I can see two problems with medics that heal the mind pool.
First, healing the health and action pools cost mind. Would the ability to heal the mind pool subtract from the mind pool as well? Or the body pool? I have a feeling that this alone should be enough to keep medics from healing mind, as it would be akin to giving a cleric type character in a fantasy game a mana heal that takes HP.Although you can be killed due to losing all your mind in swg, the general idea is the same. The only cure is to increase your reneration rate, which in this game can only be done through buffs and listening to entertainers.
Allowing doctors to buff the mind stats would be kinda cool, but id be afraid that it would give them too much power. High entertainers already have the ability to buff mind pools and regen stats, but they wear off in about ten minutes, making them useless unless you want mind buff downtime after every battle and have a high level band willing to follow your hunting party. Why not allow these buffs to last longer? I can make a B level buff pack that lasts for an hour, so why cant an entertainer's buff actually be useful? As a side note, you can buff your mind regen stats using chef's foods and smugglers drugs. However, i dont think ive ever seen a chef, and i know that smuggler drugs have a side effect after the buff wears off. Ive seen lots of entertainers, though, and im sure theyd welcome the extra ability.
1) Take away the ability to target the mind pool. Once your mind is low you cannot use specials and or heals.
2) Making having no mind not result in incapacitation. You dont die but at the same time you cannot use specials and or heal.
This is serverly inbalanced, if you cannot heal it then it should not be targetable or it should not cause you character to go incap. These changes would bring about a change in the damage of rifle weapons. If the ability to incap someone by taking away all mind then the damage will have to be allocated elsewhere. Maybe have rifle be the "middle of the road" weapon. Riflemen would be able to adjust to groups overall damage to either action and or health pools. (example: Pistols Health, Carbine Action, Rifle Both)
Before throwing out such a drastic change remember that rifles were balanced keeping in mind you cannot heal mind.
The best rifle special does 200% damage at 200% delay, which means it's basically doing 100% DPS. The best pistol special does 400% damage at 100% delay, or 400% DPS. Rifle also has none of the killer special effects such as knockdown or posture down. If mind pool was healable as easily as health/action, there is literally no reason to ever take rifle.
I really think it's OK for doctors to be the masters of buffing/healing the health/action pools. Healing mind should be left to another class.
Rifles (and mind-damageing professions in general) are NOT balanced keeping in mind you cannot heal mind. It's not even an argument anymore.
Crafters have rifles cycle times into the 3 second range.
Rifle-users only have to take TKA or some pistol to offset their 2.5x disadvantage in melee.
Plus, did you see the post from Q the other day that creature handlers will soon be able to heal their pet's mind-pool? That's right, CH's will be able to do heal something that even a doctor can't. This was done so CH's wouldn't all have to take Novice Medic. I'll just let that sink in for a while.
Some change to mind-damage has to be made, I'm not going to argue what it has to be, but I've grouped with rifle-users, and they are far from balanced.
In going into the one of the battlefields as a doc it was virtually worthless, everyone was dieing because of mind damage. If you are shot it the head, and you take mind damage who would be the one to fix that ... in RL it is a doctor. This one is going to really upset some people, but the next time you take a serious blow to the head run straight to the local dance club and see how much that helps.
Take care,
Lrooko