Doctor Archive

Thread: An idea to make mind no longer the end all in PvP.

Quandry
Thu Mar 11, 2004 5:08 am
#1


Back in beta there was a time wen stims would even heal mind. They took it out because you could in efect keep yourself alive for ever. Well the way it is now as most of you know...Mind is the end all pvp stat. So how bout this. They put back mind healing on stims. But you can only use it on yourself like 1 time a minut at novice medic. 2 times at master medic and 3 times at master doc. Also to heal others your stims would heal mind at double that rate. 2 at novice medic 4 master medic and 6 master doc.


Its just an idea...im not even sure how much i like it...just puting it out to see what people think. The time seems a bit fast though maby every minut and a half or 2 minuts. And if you used stims more than that they would still work the same as they do now just not heal mind. So if you used a stim b on yourself twice in a minut at novice medic the second time it would just heal action and health. This would also give a way to get mind incaped players up....That alwase bothered me heh...."yeh bob i know im a master doc but your just to depresed to be healed sorry this looks fatal".



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DarthBeans
Thu Mar 11, 2004 7:09 am
#2

Being able to heal my own mind even once a minute would make me invincible, I heal 2-3k per stim so if that went inot my mind too nothing would be able to kill me apart from the boredom of fighting another master doc. Combat medics can heal mind so if you don't want mind to be the deciding factor hang around with a few of them. I find with Brandy and Muon my mind is rarely the thing that gets me killed, even solo'd a giant dune kimo a day ago and although his mind disease it usually deadly it was my health that keep on reaching the low hundreds.
Kragen2uk
Thu Mar 11, 2004 8:59 am
#3

Nah, tbh there has to be a more creative way of stopping the problem, perhaps the occasional (very rare) looted stimm which is better than the current ones you can loot (apparantly), but mind-heal is strictly for the combat medics in general.


On the contary I think the solution to the problem is to make healing yourself in battle less effective, even with buffs on all 9 stats the only real strategy is to attack the mind, or somehow stop the bugger healing himself! Mind attacks should still be a part of the game most definitely but it would be nice if they were rarer, atm there is no hope of this as they are the only tactic in PvP.


What I might have suggested is to make lower class medics worse at healing themselves in combat. Medic is meant to be a support profession, perhaps subjecting heals to the same chance of being blocked as warcry is... of course as you go up the medic tree your less succeptable to this and doc's / cm's can heal every time more or less.


This would mean that doc's + cm's would still be effective in keeping groups alive, so in PvP with healers around you would have to target the doc's (as you would have to in any situation), however it would help though, when fighting a group without a doc / cm you could just keep firing at everyone to prevent heals.


The patch has also helped introducing mind heals in the form of food, but I think ti should be food rather than drink as most players are alreay double taking brandy to help vs mind hits anyway. You cant heal mind forever, but hopefully you can heal long enough for you to kill them using more sophisticated 'stop them heal' techniques.


Another thing that I think would help would be reducing the wounds a cm gets when healing, or having something that helps reduce the wounds.A food that removed or reducedthe effect of wounds for a short period of time (say 15 mins), you could mind heal during the battle, however afterwards you would still need the same recovery time. Atm being a cm and being able to heal mind really isnt that handy as you can only spare 1-2 heals before you need to sit in a cantina to fight / heal properly, if your desparate perhaps you can fire off 5 mind wounds but in a group of 5 that just isnt that helpful. They have limited it but too much for a cm supporting a group.A player can atualy heal himself using foods more that I can heal them usinng mind heals!



11pt Master Doctor - Master Rifleman - Kragen Aslo - Chimera

Kabar Buffpacks - Stocked by Bari and Kragen - Theed (- 7332 , 1139)
Retired since June 2004
Zarlor
Thu Mar 11, 2004 9:12 am
#4

Personally I think after the combat revamp we'll see mind healing put right back into stims where they were in Beta. The reason it was taken out was because of exploitability. With that reason gone, because of the new "specials bars", there's no real reason not to put it right back into stims. Then all three bars will be exactly the same as far as healing is concerned and it would restore the balance of no one bar dominating the others.


No guarantees that will be the case, mind you, but I have a strong suspicion for it.





Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Quandry
Thu Mar 11, 2004 5:05 pm
#5

Yeh i figured the revamp had this problem under controle. Would be nice though if a stim would heal just 10 mind a use or sompthing to get people up from incaps. For pvp most of the time you take damage fast enough though that if someone was targeting your mind you would run out in less than a minut. The uber pvp armor can make that take longer though. For pve though The 1 minut time does seem to slow. I admit as a master doc using low power (700) high use stim E's I heal myself for 1500-2k+ easy each shot. And 3 uses a minut pvm would mean i could solo anything that couldent mind hit incap me in one well placed shot...with armor thats prety hard.



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Carbineer for Life
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SiboFett
Thu Mar 11, 2004 6:04 pm
#6

just an idea, so dont flame me too hard, but...


what it you couldnt die from mind attack?


what if when your mind was bellow 10% all your skills dropped dramaticly, making you far more vulnerable to other attacks, thus easier to kill ?


then attackers would have to attack your mind down to 0 and had untill you got back to 10% to finnish you off while you where weak!


I like it, but would it work?






SiboFett
... Dark Jedi Elder
... Servant to the Empire
... Soldier of the Mecrosa Order Elite
... Also Nevet - The alt who may never get to lvl 90!

Vinaddar
Thu Mar 11, 2004 7:11 pm
#7

It would just be an even bigger reason for them to attack your mind. The combat revamp should put mind healing back in our stims. The CM heal causes them wounds and is not efficient.


Vinaddar


Kragen2uk
Thu Mar 11, 2004 9:18 pm
#8

/frown Just flat out being able to heal mind would make PvP altogether much more boring I feel... and packs with just 10 mind heal would be pointless as the player still has no mind pool and can be incapped easily again. Mind attacks SHOULD be a tactic, the only reason that they dominate so much is because healing skills are too and in most cases attacking the health / action pools is simply indirectly attacking the mind pool (draining it by getting them to heal themsleves).


The unhealability, or restricted healability of the mind pool should definitely stay.



11pt Master Doctor - Master Rifleman - Kragen Aslo - Chimera

Kabar Buffpacks - Stocked by Bari and Kragen - Theed (- 7332 , 1139)
Retired since June 2004
Quandry
Fri Mar 12, 2004 5:32 am
#9

Sibo has an interesting idea. Probably would need to be tweaked a bit but interesting concept.



The reason i would like just 10 mind heal on a pack is wen we are hunting with a group. One of us drops to a mind incap and we have to wate around wile he gets up. Or if they drop in battle i can at least get them up so they can move to a safer postion....



I would realy like to know just how the combat balance is going to handle this. The rumors are quite interesting hehe.





_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


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