Jedi Archive

Thread: Baciacca please discuss this Ponder this HUGE imbalance Non Jedi with Force Heal

hyjaax
Mon Oct 24, 2005 11:47 am
#1





Sorry . . .hit enter first . . .here is what i meant to write


I was reading through the forums and something was said about Force Heal. The jedi ability where they can use the force to magically heal themselves without the need for medicine.


Then it hit me . . .since the CU that's what docs can do. The can heal states, buff people, heal wounds, and heal damage without the use of any medicines. It's just magical . . .kinda like the whole Master Healer tree. Docs can also raise the dead . . .something a master healer can't do.


Wouldn't it seem logical to limit this magical type of healing to jedi and require everyone else to have medicine to cure states, wound packs to heal wounds, stim packs to heal health damage. The idea of doing it without meds just make Master Doc the same, arguably better, than being a jedi healer.


Hyjaax


BTW - I'm not against buffs by docs, or wound healing, or bacta shots, or bacta toss, or bacta spray, or any of the other current skills . . . I'm just suggesting that they should be REQUIRED to have the medicines to do the skill.

Message Edited by hyjaax on 10-24-2005 11:57 AM


Message Edited by hyjaax on 10-24-2005 12:08 PM

Message Edited by hyjaax on 10-24-2005 12:08 PM



Hyjaax
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ChefRubio
Mon Oct 24, 2005 11:52 am
#2

I never agreed with them removing the need for stims for docs and cm's





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hyjaax
Mon Oct 24, 2005 11:53 am
#3

its like everyone now has a version of Force Heal



Hyjaax
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RakovMoonrider
Mon Oct 24, 2005 11:54 am
#4

the FRS better have enhancements to the trees to justify these nerfs...not just defense mods...actual skill mods like a 2k heal, or maybe even 2500 later on in the ranks...maybe an entirely new set of trees to level up independant of those already earned for padawan like in the old days...wow...i might have just struck gold with that idea.
WookieOgre
Mon Oct 24, 2005 11:56 am
#5






hyjaax wrote:


Sorry . . .hit enter first . . .here is what i meant to write


I was reading through the forums and something was said about Force Heal. The jedi ability where they can use the force to magically heal themselves without the need for medicine.


Then it hit me . . .since the CU that's what docs can do. The can heal states, buff people, heal wounds, and heal damage without the use of any medicines. It's just magical . . .kinda like the whole Master Healer tree. Docs can also raise the dead . . .something a master healer can't do.


Wouldn't it seem logical to limit this magical type of healing to jedi and require everyone else to have medicine to cure states, wound packs to heal wounds, stim packs to heal health damage. The idea of doing it without meds just make Master Doc the same, arguably better, than being a jedi healer.


Hyjaax

Message Edited by hyjaax on 10-24-2005 11:51 AM


Message Edited by hyjaax on 10-24-2005 11:54 AM





This was a huge issue before the CURB hit live. People complained, devs used the /ignore feature. RoTS was coming, that is why it was rushed with no real feedback affecting any of their decisions.


nsxt2189
Mon Oct 24, 2005 11:58 am
#6

just so you know though, it takes bout150 force to heal every 6 seconds and if your a finish template thats -150 force (for a full 1500 heal damage) out of a 6250 full up force ham with 2 masteries and 2 extra trees... not to mention it does take force + action + mind to heal.. but i kinda agreewith ya..



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mindspat
Mon Oct 24, 2005 11:59 am
#7

The Docs have their ForceHeal without a forcecost though.




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RuytooBasgar
Mon Oct 24, 2005 4:53 pm
#8






koldbones wrote:





RuytooBasgar wrote:

The reason they removed the need for medicines to heal and cure is because of the inventory space they took up. I was a doc pre-cu and all I ever carried in my backpack was meds because it took up all 50 slots. You had to carry 6 different types of wound packs and a crate of all 6 of them as well, 6 buffs and 6 more crates for each when you ran out, disease and poison crates, fire blankets, differnt heal power stims, rez packs and food.


I would have preferred them to go with the medicine bag idea instead but what can ya do?







no offense but you sound like the afk doc type. Maybe I missed out but the only reason I carried so much on my doctor was when I was getitng ready to do a buffing session and not when I was fighting. I really never had trouble with them anyway, would carry a back pack and one in my inv to hold items also. So if tha twas the reason it was a very lame reason to remove the packs.






Um... no I never once afk buffed as a doc.Wouldn't even know how to macro somthing like that. Yeah I did ocasionally sell buffs for cash ATK but who didn't as a doc?


I carried around so many meds because I was a full service doc in battle where my main use was healing so I carried everything to heal everything I could. Kinda dumb to be a doc in battle and not be able to heal something like poison or disease or wounds when someone needs it or run out of meds because you didn't bring a crate.


Most of the non buff bot docs did what I did which is why there was such an outcry about inventory space. They didn't so what we wanted though. We wanted Medical Bags that could store our meds so we had inventory space but they decided to go with magic healing.





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Altyrell
Tue Oct 25, 2005 12:01 am
#9






mindspat wrote:
The Docs have their ForceHeal without a forcecost though.






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RuytooBasgar
Tue Oct 25, 2005 12:01 am
#10

The reason they removed the need for medicines to heal and cure is because of the inventory space they took up. I was a doc pre-cu and all I ever carried in my backpack was meds because it took up all 50 slots. You had to carry 6 different types of wound packs and a crate of all 6 of them as well, 6 buffs and 6 more crates for each when you ran out, disease and poison crates, fire blankets, differnt heal power stims, rez packs and food.


I would have preferred them to go with the medicine bag idea instead but what can ya do?





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lunas
Tue Oct 25, 2005 12:01 am
#11

OMG OMG another prof has a useful skill. nerf it quick. You should concentrate on getting your prof improved not crying nerf on everyone else cus they might have a skill that is OMG better than a jedi's.

Message Edited by lunas on 10-24-2005 02:03 PM



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iosskman
Tue Oct 25, 2005 12:03 am
#12

yup, lets make it so melle cant touch ranged and ranged can kill them with no armor on... hmmm maybe we should add perma root while were at it....



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hyjaax
Tue Oct 25, 2005 12:07 am
#13

i had a Doc/Swordsman too . . .but I just can give sympathy to the fact that docs had to carry around medicine. Like I dont give sympathy to riflemen who have to carry around rifles. It just sorta goes with the territory.


In any event, I disagree with docs, medics, combat medics being able to heal without medicine. Even though my jedi alt benefits right now from bacta shot, I would rather be required to carry around stimpacks to heal and carry a "Bacta Shot" that can be made by our friendly BEs. Hopefully they could make Bacta Spray and Bacta Tosser thingys too. Keep the skills . . .but just require meds to be present to use them.


I dont think this is anyway considered a nerf of anything. Just a necessary requirement.


H





Hyjaax
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