Medic Archive
Thread: Mind Damage: A Serious Problem For Medics
Just kidding, I love my patients. Just wish we had some stroooong sedatives =)
yeah black HAMed wookees get grumpy and we need some kind of crowd control ![]()
The head shot line is only available to those with expertise in rifles IIRC. Although I can see those wanting to concentrate on PvP using them a lot, most others probably won't.
I've always found mind damage from mobs to be very light if at all. It almost always seems to hit the other pools.
A little down time after a few fights to regen the mind pool doesn't really hamper me very much, or at least it hasn't so far.
Am I missing something?
I'm a Marksman/medic. When I was in beta I was incapacitated and killed many times cause my mindpool was empty.
I suggest that the dmg given by a headshot is redirected towards heatlh or action with increased dmg and still drawing points from the mind. Cause I see the developers won't give the medics any heal mind pool.
Or maybe boost the stimpacks so they can heal all 3pools at once instead of only 2 pools
Keep the mind sharp and focused, and you'll be allright ![]()
Uhm, the combat medic with the pistol because the rifle user won't hit anything if the pistoleer runs close up?
damian000 wrote:
I think many people are in for a surprise - they think medics will be useful in pvp. Unfortunately, you are totally correct. If there is a 1v1 duel, and one is using mindshot, and the other body shot, and say they are both combat medics - then guess whos gonna win?
No to changes to the headshot. No ubar medics, please. Your wish is very natural, you just want to become ubar.
If you've problems with minddamage, get descent head armor, and adapt your stats more for this problem.
Keep away from the rifleman, stay in background. Be CM if you want to heal the frontline combatants. Be doctor if you want to heal those who come to you.
If you remove minddamage, than you give a HUGE push to medical abilities. Doctors would nearly be not killable anymore if they have lots of medpacks with them. Docs can have 2.5k health and action, they can be zabrak, and without minddamage =>ubar char. end of story.
And no, I'm not a rifleman.
I see a lot of valid points here
1. giving the medic a mind heal would make it to where a brawler teamed up with a decent medic could take down and level of melee mob 1 on 1. As long as the medic was well supplied, he could just sit there for an hour healing while the brawler slowly worked the uber melee mob down. In viscious fights, the medic could heal his own mind damage makeing for no down time. Every class has to be balanced with a little fit of inter-class dependancy
2. No entertainers don't belong on the front line, and I'm not trying to make them into EQ bards here. I was throwing out a bone because this would increase the need for entertainers in the field, which currently I don't think there is enough of. Yeah maybe entertaining a mind damage wound away with a drum would be like adding to the headache you allready have. But, I was going down a path towards what the devs are going to look for. Game balance.
3. I don't think headshot should be nerfed. Snipers are an incredibly logical component in any conflict. Allthough the armor out there that I've seen doesn't do squat for protecting the mind pool. For the aspireing rifleman, later in the game, he/she will be the one that can sit farthest away from the fight, immune from enemy grenades, disease/poison clouds, hard to hit with gun fire due to range. All of these tactical immunities while haveing one of the best shot's in the game. It's very lifelike.
Suggestions:
1. If you made a mind stim pack high up in the doctor medical tree, and put a high medicine-use tag on it. It would prevent people from useing as a means to raise their levels. By the time you're at that level, tricks and gimicks to get your title are long gone, you need serious groups with serious damage to get the nice exp. Also, make the requirements for makeing this stim pack as hard as you want. I would easily spend a solid day, fighting if neccessary to get the components to make a few mind stim packs.
2. I still am more in favor of this whole issue being in the hands of the entertainer in order to generate the Proffesion-interdependancy they're looking for, anything else we suggest or want will be ignored if we don't keep that in mind. Yes it's unlikely an entertainer would be in the field, but the mind is the entertainers playground.
3. What about commando's and squad leaders, how bout they get some abilities that allow people to "Follow Orders" and as a result loose a percentage less mind damage, or as a result of following orders can remain standing but out of control of their character when the mind damage pool is empty.
4. Has anyone run accross spice yet? Spice is supposed to boost your stats incredibly for a period of time and then give you wounds to those stats of incredible proportion when the spice wears off. I haven't seen any Mind boost doctor medications yet, but I'm not familiar with every single one yet. But if they focused Spice more towards the mental end of the boost, they would certainly generate the drug dependancy the stuff had in the stories.
5. I don't think we've seen the full implementation of a brawler wearing armor, and haveing a personal deflector shield on, and all the other perks that come along with the armorsmith profession. It would be my hopes that a brawler with the appropriate gear, could take an enormous amount of damage in order to traverse the distance to the sniper who is trying to pick him off. Granted that won't be possible in a "Battle" but, it's a nice starting point.
So far the feed back I see here is good, it's not flaming, I don't think it's too whiney, as long as we can keep up the good conversation and trying to find a solution it's likely to get changed. Remember bumping is grounds for haveing a thread removed, If we simpley rehash the same Idea over and over, it doesn't matter if it's the right Idea or the best, if they don't want it, you're not offering something that will get the change. Offer you're ideas, and expond on them.
I agree that having no mind wounds at all would be unbalancing, but so is a headshot that can take tanks out in 3 or 4 shots. After thinking about it a little more, it seems to me that a nerf to headshot accuracy would be the best fix.
You know, Mind Stimpacks could be a Combat Medic thing; that would be their "killer app"!
I mean, it already makes more sense that they should have the revive ability... although Doctors seem more likely, title-wise, to have that. I think SWG is trying to make it so that the uber collection of players would have both.
Anyway, healing from 30m away is supposed to be cool, as is healing multiple people at a time, but those stims seem to be broken, from what I hear (I used Area Stimsin Beta with my Doctor, because they use Medicine Use skill, not Combat Medicine Use skill, and they didn't work as-advertised). A Mind Stim would be easy to implement, and would therefore probably work (?? Sorry, not giving you much credit here, devs). Just an idea, I'm not going to try to defend it much if you want to shoot holes in it, because I don't really care about the argument. There will be lots of PvE damage to heal, forever, and yeah, we'll just warn the tanks about Mind incaps.
I think that near the end of Beta everyone had figured out that Mindshot was the best PvP attack. 2-3 hits and someone's gone.