Doctor Archive

Thread: A thought on the new decrease HAM for specials system

Vodo_Baas
Fri Dec 05, 2003 6:25 am
#1

In the old system using a skill of any type caused damage to the HAM bars. All medic skills caused damage in the mind pool. To prevent medics from going forever it was set so that our Stim Packs could not heal mind damage.

Now, since the specials under this new system the HAM will decrease, not take damage when using specials which we can't heal, will our stims be compensated and allow us to heal mind?

Seeing as how we will have a lot less to heal perhaps we'll get this ability back, from what I'm told originally (in the beta testing stages) the stim packs could heal it all. You can see some of this now with the damage stim packs found as rare loot and given to novice medics.

What do you guys think? With this new system, should we get mind healing? Or are we content to leave it with Combat Medics and only usable in rare situations?



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
Zarlor
Fri Dec 05, 2003 7:33 am
#2

My guess (and I've been saying this all along in some of the other threads about the HAM changes) is that we will get Mind Damage Stimming added back into stims in exactly the way it works now for Health and Action. So we'd get it at Medic and the CM /helmind command would go away. Thier compensation will be ranged and AoE healing of damage on all 3 bars. There's nothing official, or even rumor, in that. It's just my personal opinion.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Vodo_Baas
Fri Dec 05, 2003 7:59 am
#3

Sorry, I didn't read through all of the posts about the updated combat HAM use. I don't normally follow all the Test Center stuff since its not gaurenteed to hit live, but with that recent post by Thunderheart it seems like that one thing that will see its way onto live.



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
DrNick_Riveara
Fri Dec 05, 2003 7:59 am
#4

I don't think they can simply put the full Mind healing back into all stimpacks. Perhaps this is just the kind of thing to give to the Master Doctors/Master CM only. Stim E/AoE will heal all 3 HAM bars, but anything else is just Health and Action. This limits the availability to the dedicated healers, and revitalizes the "Need" for them in general hunting not just Large Game Hunts.

The CM /healmind will remain usefull enough, as it works without stim (CM equvilant of QuickHeal).

However, I believe that there will be no actual change in handling Mind damage. They will consider the CM /healmind as "Problem Solved" and will wait until everything is FooBar'd and combat classes start whining and moaning before they consider anymore change in Mind heals. Nothing is really a problem worth fixing until it screws up combat.

Yes, I am a glass is half empty kinda guy.

/tip Bank 2cr

Dr'Nick Riveara
Master Doctor / Combat Medic (4044) / Pistoleer (0030)

"(thinking to himself)...Ok Nick, think back to med school."
~~~~~~Dream Sequence~~~~~~~~~
"...Hey Baby, I can prescribe anything I want."
Traigus
Fri Dec 05, 2003 9:19 am
#5

The SWG system is actualyl designed fro mte ground up with stims healing mind.. removing it was a quickfix in beta.

All the combat assumes mind healing etc. Th mindbar was never intended to be the limiter in combat (paraphrase from Holo).

I think it'll go back in fully too (like Zarlor, I haven't been told this by anyone).

We won't have unlimited healing (because a full system of this would make healing a special move too).. and we won't die from healing...

Sicne mind damage would not be caused by healing (just special bar use).. then mind heal can return to the way it is intended, on all stims.

There isn't a good reason to make special code for master only etc. More work for functionality they don't need, or IMO want.

Mind needs to be healed in general.. and will continue to need healing through the new combat pass.

-T



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"We've got a blind date with destiny -- and it looks like she ordered the lobster."

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Vodo_Baas
Fri Dec 05, 2003 9:33 am
#6

After the response from the request to reduce the randomeness of the Buff packs I would be inclined to think that the Devs would go with the easier fix. Depending on how the stim packs are built into the code it might be one change covers them all, or each schematic would need changed indiviually. Even if it is just the E stim packs that would still be a huge enhancement for combat.

Regardless this new system will be a huge benefit to Doctors, very much less so for Combat Medics. With well buffed HAM's hey can use their specials much longer than without. If we assume they return mind healing to stims that means the only permanent damage type is wounds, which Doctors also specialize in.

The only potential downside that I see, is that the stim packs may be viewed as more powerful with the mind heal added to them. If we look at them now they may be a tad too strong, Stim E done with good advanced resources is overkill for healing players (even buffed). What are the odds the power will be reduced as well with this new system?



Dr. Orro Erokt
[ Carbineer (0/0/0/0) - Combat Medic (0/4/2/3) - Doctor (Master) ]
Rebel Seargant
Former Master Artisan
Former Master Combat Medic

"I'm sorry I am not getting enough XP here, do you mind standing closer to the Krayt?" -Simoras
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