Doctor Archive

Thread: CMs are getting the ability to heal mind damage! We are not!

Stupidfly
Mon Nov 03, 2003 5:43 pm
#1

From the TC patch notes for next weeks push:






Added the healMind command for Combat Medics. This enables the Combat Medic to restore mind pool damage at the cost of mind wounds to himself.








Why did doctors not get a similar ability? Are they not expected to be in combat? Or are groups expected to have a Doctor and a CM?!


This makes no sense whatsoever! Why are doctors given the revive ability if they are expected to sit in themedical centerall day?



Both elite medical professions should get this ability!



-Vertiblade-

Jorzun
Mon Nov 03, 2003 6:42 pm
#2

Personally, I'm happy some form of mind healing is going in.


What I am not happy about is how it appears to be implemented. Why does it have to be a command that causes mind wounds to the CM? Why not just a stim that cures it?


I saw Holocron post (a long time ago) that they originally did NOT intend for mind damage to be the deciding factor in combat. As we all know, it currently is.I do notfeel that thismind healing system is going to change that though. Frankly, I'm not so sure that the CMs out there are gonna like accumulating mind wounds. I know I wouldn't.


I don't want to sound negative about this, but by implementing mind healing in this way, it surely looks like the devs still want to have mind damage control the combat difficulty of NPCs/mobs. Would the game be too easy if mind damage could be healed similar to the way we heal action/health now? It seems like it would, without a radical overhaul of the NPCs/mobs themselves.


My suggestions are:


1) Make mind damage healable by stims. Don't make the CM take personal damage for healing mind. If we need to have a seperate stim, thats ok. If it needs to be harder to make/more resources/rare resources, thats ok too.


2) Don't use mind damage as a way to control the difficulty of the game/combat. If the NPCs/mobs need to be tougher to compensate, then make those changes. There is no need to tie this to the ability to heal damage.


3) Personally, I think that all Medics should have the ability to heal mind. If the Devs feel that CMs need mind healing as a speciality, thenjust make them better at it. Just seems that as a Master Doctor, I should have some capacity to address mind damage.


Jorzun


Master Doctor


Chilastra




Jorzun
Master Doctor
Chilastra
Ragemaster9999
Mon Nov 03, 2003 6:45 pm
#3






Jorzun wrote:

Make mind damage healable by stims. Don't make the CM take personal damage for healing mind. If we need to have a seperate stim, thats ok. If it needs to be harder to make/more resources/rare resources, thats ok too.




This is what Entertainers are for. Entertainers were "supose" to be for all mind related healing. But it looks like it gets *edit* uped again. *Sigh* why not give them to entertainers their already boring andhard as it is, no wonder every time you walk into a cantina there all afk.. probably playing a different game.



Oiwik Kalmor the Rodian. Final profession pending.
I love the NGE... don't you?
Jorzun
Mon Nov 03, 2003 6:52 pm
#4

Rage, not sure if you read that as mind "damage" or mind "wounds".


Currently, entertainers heal all mind wounds. I think thats fine and hane no problems with it. By saying mind "damage" I am referring to the damage that you take to the mind pool while fighting. If it drops too low, you get incapped, but it eventually regenerates itself. This is the type of mind injury that they are addressing with the CM change, and the kind that I was referring to.


If you are saying that entertainers should be the only ones to heal mind damage, then they would have to be out there dancing and playing as you were in combat... That would entail a huge change to the game, and according to Holocron, he was trying to avoid a type of "bard" player class.


Jorzun


Master




Jorzun
Master Doctor
Chilastra
Cidem_Relaeh
Mon Nov 03, 2003 7:22 pm
#5

I've said it before, but maybe all the master CM's who went with Doctor as a secondary will drop that in favor of entertainer so they can heal their own mind wounds during down time. Anyway I'm glad doctors didn't get it, then I'd be asked to use it and I wouldn't want to since bothering to heal mind wounds (on my own if I had the skill or via another player) turns me off.



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

Allah_Killed_My_Kitten
Tue Nov 04, 2003 12:47 am
#6






Cidem_Relaeh wrote:
Anyway I'm glad doctors didn't get it, then I'd be asked to use it and I wouldn't want to since bothering to heal mind wounds (on my own if I had the skill or via another player) turns me off.





Yea, this whole thing will turn out to be a non issue. The reports from the TC are that the BF builds up pretty quick. Looks like only about 10 uses before the cm is mostly usless because the BF is jacking up the mind cost of everything he does. I don't picture myself using this very much. I do picture myself getting flammed for not spamming the mind heals on everybone headwho thinks he can solo night sisters cause Im there.



Voss, MCM

Gallion
Tue Nov 04, 2003 2:53 am
#7

At this point there is no skill in the doctor tree that makes them any better at healing damage than a medic. Taking that into consideration it seems inappropriate for doctor's to be able to heal mind damage.

Combat Medics on the other hand receive a new set of bonuses that make their damage healing more effective than those of regular medics. The elite damage healers are the combat medics, not the doctors.

That in mind, Death is actually a wound. Combat Medics don't have any wound treatment ability outside of the basic /healwound ability they picked up in novice medic, and the 50 points of medicine use they earned by getting master medic. Doctors as the wound specialists get revive.
Migosh
Tue Nov 04, 2003 6:57 am
#8

The only place I see this of having any use is for a CM without rez to mind heal a beat up doc with rez to rez the dead master dancer to mind heal the CM.
Zarlor
Tue Nov 04, 2003 9:01 am
#9

From our issues thread above, as the only Dev response we have on this (and this issue was brought up LONG before you saw those patch notes ):


(*Dev Response:


Zarlor passed along the following summation from Ben “Marvelin” Hanson’s response on the Correspondent forum on 10/28/2003:


“It has been decided for now that mind healing is going to stay with Combat Medics. Combat medics have been in need of another unique healing ability, and they feel this fits the bill nicely.”
Ref: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=17920 )




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
FURY_Chaser
Tue Nov 04, 2003 11:05 am
#10

The whole system needs a revamp


Health = Only Targetable Pool ( would need to triple current max amount of each race or double at least )
Action = HAM costs for specails
Mind = Healing pool


BF = Greater penalties for heals than what is on currently


That is the only way to get the game off Proffessions that target Mind = Best

BeWary
Tue Nov 04, 2003 1:13 pm
#11

from the same notes...

" Added poison and disease attacks to many creatures.



Enhancement medicines of the same attribute to stack.



Removed mapping of some slots to hit locations. If you have an item equipped in the eyes, mouth, back, or belt slots, it will not count as a potential hit location during combat."


Stacking enhancing medicines? Hmmmm...



Gigo Paku/Sai'Meez FightinFish/Lacks Drive


"Early to bed, and ealry to riseprobably indicate manual labour"- John Ciardi


Xamyr Epan is a thief



P_Smear
Tue Nov 04, 2003 1:55 pm
#12

I think youre getting this misunderstood. Combat Medics are getting the ability to heal mind damage, not wounds. Entertainers will still be able to do their thing, in fact, CM cannot do what the Entertainers do.
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